resources
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Quote
Re: resources
Posted by Anglus on Thu Jan 26th at 5:28am 2006


Hello. I am new to HL:2 maping and I am having trouble running my map in game. While I have made a map work in the past, this is my first time using custom textures.

Heres my problem:

When running my map in CS:S (it is a counterstrike source map) the entire game crashes to desktop (steam doesnt crash just CS:S) about 1/2 way through "loading resources". I am not sure why it crashes but it does it every time. It never crashed when testing it prior to the SDK update but it always does now. I have however done alot of work since the update and before testing my map so I cant for sure its the update.

Thanks in advance for any help you can offer, below is my compile log for the map. Please let me know if there is any other info you need that I have forgoten.

- Anglus



** Executing...
** Command: "c:program filessteamsteamappslando972@aol.comsourcesdkbinvbsp.exe"
** Parameters: -game "c:program filessteamsteamappslando972@aol.comcounter-strike sourcecstrike" "C:Documents and SettingsOwner.MY-1A5ZLTQ296UYMy DocumentsMY CS MAPSourhouse"

Valve Software - vbsp.exe (Jan 2 2006)
2 threads
materialPath: c:program filessteamsteamappslando972@aol.comcounter-strike sourcecstrikematerials
Loading C:Documents and SettingsOwner.MY-1A5ZLTQ296UYMy DocumentsMY CS MAPSourhouse.vmf
fixing up env_cubemap materials on brush sides...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
ProcessBlock_Thread: 0...1Brush 214539: WARNING, microbrush
Brush 214541: WARNING, microbrush
...2...3...4...5...6...7...8...9...10 (3)
ProcessBlock_Thread: 0...1Brush 214539: WARNING, microbrush
Brush 214541: WARNING, microbrush
...2...3...4...5...6...7...8...9...10 (2)
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 (1)
writing C:Documents and SettingsOwner.MY-1A5ZLTQ296UYMy DocumentsMY CS MAPSourhouse.prt...done (0)
Brush 133322: WARNING, microbrush
Brush 133323: WARNING, microbrush
Brush 131325: WARNING, microbrush
Brush 133277: WARNING, microbrush
Brush 133278: WARNING, microbrush
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day03_05*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day03_05rt"
Can't load skybox file skybox/sky_day03_05 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 (1) (531739 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (531739 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 420 texinfos to 370
Reduced 81 texdatas to 78 (2623 bytes to 2163)
Writing C:Documents and SettingsOwner.MY-1A5ZLTQ296UYMy DocumentsMY CS MAPSourhouse.bsp
12 seconds elapsed
Memory leak: mempool blocks left in memory: 7

** Executing...
** Command: "c:program filessteamsteamappslando972@aol.comsourcesdkbinvvis.exe"
** Parameters: -game "c:program filessteamsteamappslando972@aol.comcounter-strike sourcecstrike" -fast "C:Documents and SettingsOwner.MY-1A5ZLTQ296UYMy DocumentsMY CS MAPSourhouse"

Valve Software - vvis.exe (Jan 2 2006)
fastvis = true
2 threads
reading c:documents and settingsowner.my-1a5zltq296uymy documentsmy cs mapsourhouse.bsp
reading c:documents and settingsowner.my-1a5zltq296uymy documentsmy cs mapsourhouse.prt
2998 portalclusters
9796 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (31)
WARNING: Cluster portals saw into cluster
Optimized: 777641 visible clusters (0.00%)
Total clusters visible: 4790074
Average clusters visible: 1597
Building PAS...
Average clusters audible: 2990
visdatasize:1918593 compressed from 2254496
writing c:documents and settingsowner.my-1a5zltq296uymy documentsmy cs mapsourhouse.bsp
33 seconds elapsed

** Executing...
** Command: "c:program filessteamsteamappslando972@aol.comsourcesdkbinvrad.exe"
** Parameters: -game "c:program filessteamsteamappslando972@aol.comcounter-strike sourcecstrike" -noextra "C:Documents and SettingsOwner.MY-1A5ZLTQ296UYMy DocumentsMY CS MAPSourhouse"

Valve Software - vrad.exe SSE (Jan 16 2006)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:documents and settingsowner.my-1a5zltq296uymy documentsmy cs mapsourhouse.bsp
8455 faces
11 degenerate faces
409809 square feet [59012624.00 square inches]
0 displacements
0 square feet [0.00 square inches]
8444 patches before subdivision
47736 patches after subdivision
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (70)
transfers 4907642, max 722
transfer lists: 37.4 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0495 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 60/1024 2880/49152 ( 5.9%)
brushes 1489/8192 17868/98304 (18.2%)
brushsides 10914/65536 87312/524288 (16.7%)
planes 7534/65536 150680/1310720 (11.5%)
vertexes 20133/65536 241596/786432 (30.7%)
nodes 5962/65536 190784/2097152 ( 9.1%)
texinfos 370/12288 26640/884736 ( 3.0%)
texdata 78/2048 2496/65536 ( 3.8%)
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 8455/65536 473480/3670016 (12.9%)
origfaces 4485/65536 251160/3670016 ( 6.8%)
leaves 6023/65536 192736/2097152 ( 9.2%)
leaffaces 10067/65536 20134/131072 (15.4%)
leafbrushes 4029/65536 8058/131072 ( 6.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 60302/512000 241208/2048000 (11.8%)
edges 34804/256000 139216/1024000 (13.6%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 960/32768 9600/327680 ( 2.9%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 16674/65536 33348/131072 (25.4%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1452544/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 1918593/16777216 (11.4%)
entdata [variable] 66070/393216 (16.8%)
LDR leaf ambient 6023/65536 144552/1572864 ( 9.2%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
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] 1/832 ( 0.1%)
pakfile [variable] 18100/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 531739/4194304 (12.7%)
==== Total Win32 BSP file data space used: 6220828 bytes ====

Linux Specific Data:
physicssurface [variable] 531739/6291456 ( 8.5%)
==== Total Linux BSP file data space used: 6220828 bytes ====

Total triangle count: 25204
Writing c:documents and settingsowner.my-1a5zltq296uymy documentsmy cs mapsourhouse.bsp
1 minute, 16 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:Documents and SettingsOwner.MY-1A5ZLTQ296UYMy DocumentsMY CS MAPSourhouse.bsp" "c:program filessteamsteamappslando972@aol.comcounter-strike sourcecstrikemapsourhouse.bsp"




Quote
Re: resources
Posted by Addicted to Morphine on Thu Jan 26th at 6:58am 2006


Apparently you have a lot of microbrushes. I *think* this is a problem with having a brush smalelr than 1 unit. This can be a result of carving.

Some googling also threw up something about Overlays spanning more than 64 faces and that being the culprit... but I'm not sure about that.

Have you used the carve tool any? Do you have any tiny brushes? Were you able to play the compiled map before?




Quote
Re: resources
Posted by omegaslayer on Thu Jan 26th at 7:58am 2006


Took me 3 seconds just to see the warning:
ProcessBlock_Thread: 0...1Brush 214539: WARNING, microbrush
Brush 214541: WARNING, microbrush
...2...3...4...5...6...7...8...9...10 (3)
ProcessBlock_Thread: 0...1Brush 214539: WARNING, microbrush
Brush 214541: WARNING, microbrush
Hit Ctr-Shift-G and enter the brush # of 21459. Then delete it. Then recompile. But make sure there isn't a leak from deleting that brush






Quote
Re: resources
Posted by Anglus on Thu Jan 26th at 8:35pm 2006


Thanks for the two quick responses and sorry for the delay in mine. Heres my status.

I have deleted all microbrushes I could find... found about 6 in the log i think. Complied and tried again... same crash but less errors.

Heres my updated compile log. (Note: I am using fast compile... slow compile takes over 20 hours to complete for some reason and fast compile takes several min.)


** Executing...
** Command: "c:program filessteamsteamappslando972@aol.comsourcesdkbinvbsp.exe"
** Parameters: -game "c:program filessteamsteamappslando972@aol.comcounter-strike sourcecstrike" "C:Documents and SettingsOwner.MY-1A5ZLTQ296UYMy DocumentsMY CS MAPSourhouse"

Valve Software - vbsp.exe (Jan 2 2006)
2 threads
materialPath: c:program filessteamsteamappslando972@aol.comcounter-strike sourcecstrikematerials
Loading C:Documents and SettingsOwner.MY-1A5ZLTQ296UYMy DocumentsMY CS MAPSourhouse.vmf
fixing up env_cubemap materials on brush sides...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
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 (1)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:Documents and SettingsOwner.MY-1A5ZLTQ296UYMy DocumentsMY CS MAPSourhouse.prt...done (1)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day03_05*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day03_05rt"
Can't load skybox file skybox/sky_day03_05 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 (1) (529290 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (1) (529290 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 420 texinfos to 370
Reduced 81 texdatas to 78 (2623 bytes to 2163)
Writing C:Documents and SettingsOwner.MY-1A5ZLTQ296UYMy DocumentsMY CS MAPSourhouse.bsp
17 seconds elapsed
Memory leak: mempool blocks left in memory: 7

** Executing...
** Command: "c:program filessteamsteamappslando972@aol.comsourcesdkbinvvis.exe"
** Parameters: -game "c:program filessteamsteamappslando972@aol.comcounter-strike sourcecstrike" -fast "C:Documents and SettingsOwner.MY-1A5ZLTQ296UYMy DocumentsMY CS MAPSourhouse"

Valve Software - vvis.exe (Jan 2 2006)
fastvis = true
2 threads
reading c:documents and settingsowner.my-1a5zltq296uymy documentsmy cs mapsourhouse.bsp
reading c:documents and settingsowner.my-1a5zltq296uymy documentsmy cs mapsourhouse.prt
3003 portalclusters
9806 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (30)
WARNING: Cluster portals saw into cluster
Optimized: 760716 visible clusters (0.00%)
Total clusters visible: 4783020
Average clusters visible: 1592
Building PAS...
Average clusters audible: 2995
visdatasize:1925257 compressed from 2258256
writing c:documents and settingsowner.my-1a5zltq296uymy documentsmy cs mapsourhouse.bsp
35 seconds elapsed

** Executing...
** Command: "c:program filessteamsteamappslando972@aol.comsourcesdkbinvrad.exe"
** Parameters: -game "c:program filessteamsteamappslando972@aol.comcounter-strike sourcecstrike" -noextra "C:Documents and SettingsOwner.MY-1A5ZLTQ296UYMy DocumentsMY CS MAPSourhouse"

Valve Software - vrad.exe SSE (Jan 16 2006)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:documents and settingsowner.my-1a5zltq296uymy documentsmy cs mapsourhouse.bsp
8468 faces
11 degenerate faces
409854 square feet [59019088.00 square inches]
0 displacements
0 square feet [0.00 square inches]
8457 patches before subdivision
47773 patches after subdivision
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (72)
transfers 4906601, max 725
transfer lists: 37.4 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0721 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 60/1024 2880/49152 ( 5.9%)
brushes 1482/8192 17784/98304 (18.1%)
brushsides 10851/65536 86808/524288 (16.6%)
planes 7492/65536 149840/1310720 (11.4%)
vertexes 20107/65536 241284/786432 (30.7%)
nodes 5966/65536 190912/2097152 ( 9.1%)
texinfos 370/12288 26640/884736 ( 3.0%)
texdata 78/2048 2496/65536 ( 3.8%)
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 8468/65536 474208/3670016 (12.9%)
origfaces 4481/65536 250936/3670016 ( 6.8%)
leaves 6027/65536 192864/2097152 ( 9.2%)
leaffaces 10091/65536 20182/131072 (15.4%)
leafbrushes 4037/65536 8074/131072 ( 6.2%)
areas 2/256 16/2048 ( 0.8%)
surfedges 60330/512000 241320/2048000 (11.8%)
edges 34820/256000 139280/1024000 (13.6%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 957/32768 9570/327680 ( 2.9%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 16617/65536 33234/131072 (25.4%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1453092/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 1925257/16777216 (11.5%)
entdata [variable] 66070/393216 (16.8%)
LDR leaf ambient 6027/65536 144648/1572864 ( 9.2%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
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] 1/832 ( 0.1%)
pakfile [variable] 18100/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 529290/4194304 (12.6%)
==== Total Win32 BSP file data space used: 6224803 bytes ====

Linux Specific Data:
physicssurface [variable] 529290/6291456 ( 8.4%)
==== Total Linux BSP file data space used: 6224803 bytes ====

Total triangle count: 25222
Writing c:documents and settingsowner.my-1a5zltq296uymy documentsmy cs mapsourhouse.bsp
1 minute, 20 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:Documents and SettingsOwner.MY-1A5ZLTQ296UYMy DocumentsMY CS MAPSourhouse.bsp" "c:program filessteamsteamappslando972@aol.comcounter-strike sourcecstrikemapsourhouse.bsp"






Quote
Re: resources
Posted by omegaslayer on Fri Jan 27th at 12:09am 2006


Valve Software - vvis.exe (Jan 2 2006)
fastvis = true
2 threads

Don't do fast vis, do full. If full vis is taking a long time then you need to do some optimizing by changing world geometry to func_detail (they dont break up vis)






Quote
Re: resources
Posted by Addicted to Morphine on Fri Jan 27th at 1:00am 2006


I noticed you had a WARNING: Cluster portals saw into cluster error. Taken from the Interlopers error page:

? quote:
(I think) VBSP has made a concave leaf(or in other ways invalid) that can see into itself. The solution is to simplify your leafs (func_detail) as much as possible to avoid this error, but usually (or sometimes) you will find no bad things come from it and your map runs as it should. If you got unexpected low FPS somewhere, this may be the cause. Finding it may be hard, and usually ends up in using cordon tools or just not doing it at all. First look at complicated parts of your map, try to use glview to find it. I've also heard about this being caused by overlapping brushes or brushes that are off-grid. Allthough i find this unlikely, I am not sure if it isn't, so keep those possibilities open too.





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