Author Topic: Map crashes hl2.exe  (Read 2810 times)

Offline Sexy Frog

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Map crashes hl2.exe
« on: October 28, 2012, 08:57:05 PM »
Oh herro der, bic bois n gurls.

I'm having a bit of a mapping issue that has been tearing my soul out of the bowels of my very being and blending it in a mixture of bleach and Tabasco sauce for many, many moons now and it's been pissing me off so much.When I compile my map, everything is perfectly fine, compiles smooth. I had some problems with area portals but I have fixed those after much tinkering. But when I load it in Garrysmod, I get the error: "Hl2.exe has stopped working..." and it crashed gmod all together. I have checked for every possible error. There are no leaks, there are no mishaps, nothing at all.

For anyone willing to help, this is the compile log.
Spoiler for Hiden:
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\abenito206\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\abenito206\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc\ttt_poorland.vmf"

Valve Software - vbsp.exe (Sep  5 2012)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\abenito206\counter-strike source\cstrike\materials
Loading C:\Program Files (x86)\Steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc\ttt_poorland.vmf
Can't find surfaceprop stone for material DE_TIDES/TIDES_FLOOR_STONE_1, using default
Can't find surfaceprop door for material DE_TIDES/TIDES_STORAGEDOOR, using default
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\abenito206\counter-strike source\cstrike\gameinfo.txt
Patching WVT material: maps/ttt_poorland/nature/blendproddirtgrass_wvt_patch
Patching WVT material: maps/ttt_poorland/nature/blendgrassgrass001a_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...WARNING: areaportal entity 1280 (brush 328191) touches > 2 areas
WARNING: areaportal entity 1279 (brush 328190) touches > 2 areas
done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 450 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Program Files (x86)\Steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc\ttt_poorland.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day02_09*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day02_09*.vmt
 ! 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) (828459 bytes)
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.
Compacting texture/material tables...
Reduced 2951 texinfos to 2040
Reduced 245 texdatas to 223 (5871 bytes to 5053)
Writing C:\Program Files (x86)\Steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc\ttt_poorland.bsp
5 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\abenito206\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\abenito206\counter-strike source\cstrike" -fast "C:\Program Files (x86)\Steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc\ttt_poorland"

Valve Software - vvis.exe (Sep  5 2012)
fastvis = true
4 threads
reading c:\program files (x86)\steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc\ttt_poorland.bsp
reading c:\program files (x86)\steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc\ttt_poorland.prt
1917 portalclusters
5256 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (1)
Optimized: 88885 visible clusters (2.90%)
Total clusters visible: 3069442
Average clusters visible: 1601
Building PAS...
Average clusters audible: 1916
visdatasize:916021  compressed from 920160
writing c:\program files (x86)\steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc\ttt_poorland.bsp
2 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\abenito206\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "c:\program files (x86)\steam\steamapps\abenito206\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc\ttt_poorland"

Valve Software - vrad.exe SSE (Sep  5 2012)

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

Loading c:\program files (x86)\steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc\ttt_poorland.bsp
Setting up ray-trace acceleration structure... Done (2.50 seconds)
10010 faces
754131 square feet [108594864.00 square inches]
40 Displacements
36694 Square Feet [5284014.50 Square Inches]
10010 patches before subdivision
zero area child patch
zero area child patch
62634 patches after subdivision
sun extent from map=0.000000
sun extent from map=0.000000
sun extent from map=0.000000
64 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (23)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (40)
transfers 7634496, max 1374
transfer lists:  58.2 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #1 added RGB(321743, 297415, 252724)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
   Bounce #2 added RGB(107279, 90812, 66865)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #3 added RGB(39265, 30899, 20741)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #4 added RGB(15234, 11266, 7179)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
   Bounce #5 added RGB(6251, 4387, 2735)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #6 added RGB(2682, 1802, 1121)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
   Bounce #7 added RGB(1199, 777, 488)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #8 added RGB(555, 350, 223)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #9 added RGB(265, 164, 106)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
   Bounce #10 added RGB(130, 79, 52)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #11 added RGB(65, 39, 26)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
   Bounce #12 added RGB(34, 20, 13)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #13 added RGB(18, 10, 7)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
   Bounce #14 added RGB(9, 5, 4)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #15 added RGB(5, 3, 2)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #16 added RGB(3, 2, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
   Bounce #17 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #18 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0293 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (16)
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 (9)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                 192/1024         9216/49152    (18.8%)
brushes               2357/8192        28284/98304    (28.8%)
brushsides           15456/65536      123648/524288   (23.6%)
planes                6546/65536      130920/1310720  (10.0%)
vertexes             17621/65536      211452/786432   (26.9%)
nodes                 4825/65536      154400/2097152  ( 7.4%)
texinfos              2040/12288      146880/884736   (16.6%)
texdata                223/2048         7136/65536    (10.9%)
dispinfos               40/0            7040/0        ( 0.0%)
disp_verts            3240/0           64800/0        ( 0.0%)
disp_tris             5120/0           10240/0        ( 0.0%)
disp_lmsamples       56520/0           56520/0        ( 0.0%)
faces                10010/65536      560560/3670016  (15.3%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces             6522/65536      365232/3670016  (10.0%)
leaves                5018/65536      160576/2097152  ( 7.7%)
leaffaces            12378/65536       24756/131072   (18.9%)
leafbrushes           4034/65536        8068/131072   ( 6.2%)
areas                   19/256           152/2048     ( 7.4%)
surfedges            74683/512000     298732/2048000  (14.6%)
edges                45724/256000     182896/1024000  (17.9%)
LDR worldlights         62/8192         5456/720896   ( 0.8%)
HDR worldlights          0/8192            0/720896   ( 0.0%)
leafwaterdata            1/32768          12/393216   ( 0.0%)
waterstrips            945/32768        9450/327680   ( 2.9%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices         18423/65536       36846/131072   (28.1%)
cubemapsamples           0/1024            0/16384    ( 0.0%)
overlays               162/512         57024/180224   (31.6%)
LDR lightdata         [variable]     3090544/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]      916021/16777216 ( 5.5%)
entdata               [variable]      237644/393216   (60.4%)
LDR ambient table     5018/65536       20072/262144   ( 7.7%)
HDR ambient table     5018/65536       20072/262144   ( 7.7%)
LDR leaf ambient     13182/65536      369096/1835008  (20.1%)
HDR leaf ambient      5018/65536      140504/1835008  ( 7.7%)
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]           1/25916    ( 0.0%)
pakfile               [variable]      177046/0        ( 0.0%)
physics               [variable]      828459/4194304  (19.8%)
physics terrain       [variable]        4950/1048576  ( 0.5%)

Level flags = 0

Total triangle count: 28554
Writing c:\program files (x86)\steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc\ttt_poorland.bsp
1 minute, 38 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc\ttt_poorland.bsp" "c:\program files (x86)\steam\steamapps\abenito206\garrysmod\garrysmod\maps\ttt_poorland.bsp"

I really need some help, anybody who has any answers as to fixing this. I've been working on this damn thing for like a year already and I want to get it done. According to Interlopers.net, the only thing that is detectable in the entire compilation process is this: "warning: areaportal entity 1280 (brush 328191) touches > 2 areas"

I know what brush it is and I've separated the two areaportals that were touching and it stays there. I figured it was the trigger entity that was intersecting with them, so I tinkered with it so that it didn't actually touch the areaportal, but the error is still there. Despite this, I really don't think that it's responsible for the crashing. Hepl.


Quote
>No matter what happens, no matter how old I get.
>I'll never forget...
>Fats Mcgee. And his Retard Three.

Offline Statua

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Re: Map crashes hl2.exe
« Reply #1 on: October 29, 2012, 12:01:02 AM »
Did you run the 'check for problems' in hammer? Sometimes an invalid brush will do this and judging by the zero child patch showing up twice, this is a very likely case. Try it. (hotkey for problem checker: alt+p)


Offline Sexy Frog

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Re: Map crashes hl2.exe
« Reply #2 on: October 29, 2012, 12:17:17 AM »
No invalid brushes, just a bunch messed up key values on my func_breakable_surf's. When I auto fix them via the problems panel, they just come back after compilation.


Quote
>No matter what happens, no matter how old I get.
>I'll never forget...
>Fats Mcgee. And his Retard Three.

Offline Scratchie

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Re: Map crashes hl2.exe
« Reply #3 on: October 29, 2012, 01:37:20 AM »
Run with r_hunkallockightmaps 0

Sent from my Thundertalk using TapaBolt 2


Offline Sexy Frog

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Re: Map crashes hl2.exe
« Reply #4 on: October 29, 2012, 05:25:18 PM »
Run with r_hunkallockightmaps 0

Sent from my Thundertalk using TapaBolt 2



Didn't work, still crashes. D:


Quote
>No matter what happens, no matter how old I get.
>I'll never forget...
>Fats Mcgee. And his Retard Three.

 

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