Well me and a friend made a surf map and each time we start to play it
always crashes i never get the crash but everyone around me does we
dont have any trick stuff in it it is just a with brushes and a few
entites now much tho does anyone know what could be the problem
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Re: When in map it crashes
Posted by Rambo on Sun Oct 2nd at 8:22am 2005
Posted by Rambo on Sun Oct 2nd at 8:22am 2005
Re: When in map it crashes
Posted by Dark|Killer on Sun Oct 2nd at 12:05pm 2005

Dark|Killer
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Location: Dubai (Middle East)
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Posted by Dark|Killer on Sun Oct 2nd at 12:05pm 2005
Try posting your compile log, it may help us understand the problem
" SRC="images/smiles/icon_biggrin.gif">
Dark|Killer
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.::Dark|Masta::. - One name. One legend.
Re: When in map it crashes
Posted by Rambo on Sun Oct 2nd at 1:01pm 2005
Posted by Rambo on Sun Oct 2nd at 1:01pm 2005
I hope this is whta u asked for
** Executing...
** Command: "d:sierracounter-strikesteamappsblade_master9sourcesdkbinvbsp.exe"
** Parameters: -game "d:sierracounter-strikesteamappsblade_master9counter-strike sourcecstrike" "C:Documents and SettingsPatrick's accountMy DocumentsMy Leeched Filessurf_bishop"
Valve Software - vbsp.exe (Jan 19 2005)
1 threads
materialPath: d:sierracounter-strikesteamappsblade_master9counter-strike sourcecstrikematerials
Loading C:Documents and SettingsPatrick's accountMy DocumentsMy Leeched Filessurf_bishop.vmf
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 (1)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:Documents and SettingsPatrick's accountMy DocumentsMy Leeched Filessurf_bishop.prt...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) (53489 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (53489 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.
Writing C:Documents and SettingsPatrick's accountMy DocumentsMy Leeched Filessurf_bishop.bsp
5 seconds elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 4
** Executing...
** Command: Copy File
** Parameters: "C:Documents and SettingsPatrick's accountMy DocumentsMy Leeched Filessurf_bishop.bsp" "d:sierracounter-strikesteamappsblade_master9counter-strike sourcecstrikemapssurf_bishop.bsp"
** Executing...
** Command: "d:sierracounter-strikesteamappsblade_master9sourcesdkbinvbsp.exe"
** Parameters: -game "d:sierracounter-strikesteamappsblade_master9counter-strike sourcecstrike" "C:Documents and SettingsPatrick's accountMy DocumentsMy Leeched Filessurf_bishop"
Valve Software - vbsp.exe (Jan 19 2005)
1 threads
materialPath: d:sierracounter-strikesteamappsblade_master9counter-strike sourcecstrikematerials
Loading C:Documents and SettingsPatrick's accountMy DocumentsMy Leeched Filessurf_bishop.vmf
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 (1)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:Documents and SettingsPatrick's accountMy DocumentsMy Leeched Filessurf_bishop.prt...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) (53489 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (53489 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.
Writing C:Documents and SettingsPatrick's accountMy DocumentsMy Leeched Filessurf_bishop.bsp
5 seconds elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 4
** Executing...
** Command: Copy File
** Parameters: "C:Documents and SettingsPatrick's accountMy DocumentsMy Leeched Filessurf_bishop.bsp" "d:sierracounter-strikesteamappsblade_master9counter-strike sourcecstrikemapssurf_bishop.bsp"
Re: When in map it crashes
Posted by Andrei on Sun Oct 2nd at 1:49pm 2005
Posted by Andrei on Sun Oct 2nd at 1:49pm 2005
Where's the rest of it (vvis and vrad)?
Re: When in map it crashes
Posted by Rambo on Sun Oct 2nd at 1:50pm 2005
Posted by Rambo on Sun Oct 2nd at 1:50pm 2005
i dont run viss and vrad
Re: When in map it crashes
Posted by Dark|Killer on Sun Oct 2nd at 3:52pm 2005

Dark|Killer
member
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Registered: Dec 22nd 2004
Location: Dubai (Middle East)
Occupation: Student
Posted by Dark|Killer on Sun Oct 2nd at 3:52pm 2005
Try running vvis and vrad, its a must if you actually want to play it,
or hammer wont calculate anything in your map, just compile it entirely
and run the map, it should work...
" SRC="images/smiles/icon_biggrin.gif">
Dark|Killer
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Registered: Dec 22nd 2004
Location: Dubai (Middle East)

Occupation: Student
.::Dark|Masta::. - One name. One legend.
Re: When in map it crashes
Posted by omegaslayer on Wed Oct 5th at 6:57pm 2005

omegaslayer
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Location: Seattle, WA
Occupation: Sr. DevOPS Engineer
Posted by omegaslayer on Wed Oct 5th at 6:57pm 2005
If you want to do a test map (see if everythings working), just run bsp
and vis (on fast), but for a final product you would want to run vis on
full (for optimization purposes). Vrad isnt a requirement to run a map,
it merely calculates the lighting using complex algorithms. But I doubt
anyone waould want to play a map with out lighting.
Dark- its not hammer that does the calculations, hammer meraly has a GUI for the actual tools that are used, you can DL another porgram and use that instead, which I recomend, because hammer sucks alot of RAM alone, and trying to compile a massive map is just asking for trouble.
Dark- its not hammer that does the calculations, hammer meraly has a GUI for the actual tools that are used, you can DL another porgram and use that instead, which I recomend, because hammer sucks alot of RAM alone, and trying to compile a massive map is just asking for trouble.
omegaslayer
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Location: Seattle, WA

Occupation: Sr. DevOPS Engineer
Re: When in map it crashes
Posted by Madedog on Wed Oct 5th at 8:54pm 2005

Madedog
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Location: Estonia
Occupation: Level Designer
Posted by Madedog on Wed Oct 5th at 8:54pm 2005
Omega, I don't somehow think a surf map really needs optimization...
" SRC="images/smiles/icon_rolleyes.gif">
It only consists, afterall, just triangular brushes. If you really need to optimize, make all those "surf areas" into func_details. Other than that... I can see nothing else in such maps.
It only consists, afterall, just triangular brushes. If you really need to optimize, make all those "surf areas" into func_details. Other than that... I can see nothing else in such maps.
Madedog
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Location: Estonia

Occupation: Level Designer
HL2 tutorials 'n' stuff: http://madedog.pri.ee
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