Source SDK Hammer compile

I am having problem with my map

By Tomo742 1 year ago

Ok, so I've compiled my map and whenever I go into HL2 to run it, it just crashes upon loading. Other maps work fine and I have even looked through my map for any compile errors or leaks and cannot find anything.

Here is the compile log:

** Executing... ** Command: "e:\steam\steamapps\tomo742\sourcesdk\bin\source2009\bin\vbsp.exe" ** Parameters: -game "e:\steam\steamapps\tomo742\half-life 2\hl2" "E:\Steam\SteamApps\Tomo742\sourcesdkcontent\hl2\mapsrc\zintro.vmf"

Valve Software - vbsp.exe (Sep 15 2011) 4 threads materialPath: e:\steam\steamapps\tomo742\half-life 2\hl2\materials Loading E:\Steam\SteamApps\Tomo742\sourcesdkcontent\hl2\mapsrc\zintro.vmf ConVarRef matreduceparticles doesn't point to an existing ConVar Could not locate 'GameData' key in e:\steam\steamapps\tomo742\half-life 2\hl2\gameinfo.txt fixing up envcubemap materials on brush sides... ProcessBlockThread: 0...1...2...3...4...5...6...7...8...9...10 (0) ProcessBlockThread: 0...1...2...3...4...5...6...7...8...9...10 (0) Processing areas...done (0) Building Faces...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing E:\Steam\SteamApps\Tomo742\sourcesdkcontent\hl2\mapsrc\zintro.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for envcubemap using skybox materials: skybox/skyday0109*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for envcubemap using skybox materials: skybox/skyday0109*.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 (0) (187805 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 1033 texinfos to 427 Reduced 53 texdatas to 50 (1450 bytes to 1360) Writing E:\Steam\SteamApps\Tomo742\sourcesdk_content\hl2\mapsrc\z_intro.bsp 1 second elapsed

** Executing... ** Command: "e:\steam\steamapps\tomo742\sourcesdk\bin\source2009\bin\vvis.exe" ** Parameters: -game "e:\steam\steamapps\tomo742\half-life 2\hl2" "E:\Steam\SteamApps\Tomo742\sourcesdkcontent\hl2\mapsrc\zintro"

Valve Software - vvis.exe (Sep 15 2011) 4 threads reading e:\steam\steamapps\tomo742\sourcesdkcontent\hl2\mapsrc\zintro.bsp reading e:\steam\steamapps\tomo742\sourcesdkcontent\hl2\mapsrc\zintro.prt 326 portalclusters 1170 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0) PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (51) Optimized: 136 visible clusters (0.00%) Total clusters visible: 80440 Average clusters visible: 246 Building PAS... Average clusters audible: 284 visdatasize:28825 compressed from 31296 writing e:\steam\steamapps\tomo742\sourcesdkcontent\hl2\mapsrc\zintro.bsp 51 seconds elapsed

** Executing... ** Command: "e:\steam\steamapps\tomo742\sourcesdk\bin\source2009\bin\vrad.exe" ** Parameters: -game "e:\steam\steamapps\tomo742\half-life 2\hl2" "E:\Steam\SteamApps\Tomo742\sourcesdkcontent\hl2\mapsrc\zintro"

Valve Software - vrad.exe SSE (Sep 15 2011)

  Valve Radiosity Simulator     

4 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad']

Loading e:\steam\steamapps\tomo742\sourcesdkcontent\hl2\mapsrc\zintro.bsp Setting up ray-trace acceleration structure... Done (0.22 seconds) 1921 faces 51435 square feet [7406701.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 1921 patches before subdivision 9745 patches after subdivision sun extent from map=0.052336 13 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 (2) transfers 1072901, max 623 transfer lists: 8.2 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(11764, 10228, 4323) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #2 added RGB(4404, 2361, 594) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(1852, 675, 109) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(793, 183, 19) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(348, 53, 4) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(154, 15, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #7 added RGB(68, 4, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(31, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(14, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #10 added RGB(6, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #11 added RGB(3, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #12 added RGB(1, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #13 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0039 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3) 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 (1) Writing leaf ambient...done Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 11/1024 528/49152 ( 1.1%) brushes 481/8192 5772/98304 ( 5.9%) brushsides 3285/65536 26280/524288 ( 5.0%) planes 1396/65536 27920/1310720 ( 2.1%) vertexes 2863/65536 34356/786432 ( 4.4%) nodes 1339/65536 42848/2097152 ( 2.0%) texinfos 427/12288 30744/884736 ( 3.5%) texdata 50/2048 1600/65536 ( 2.4%) dispinfos 0/0 0/0 ( 0.0%) dispverts 0/0 0/0 ( 0.0%) disptris 0/0 0/0 ( 0.0%) disp_lmsamples 0/0 0/0 ( 0.0%) faces 1921/65536 107576/3670016 ( 2.9%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 1178/65536 65968/3670016 ( 1.8%) leaves 1351/65536 43232/2097152 ( 2.1%) leaffaces 2314/65536 4628/131072 ( 3.5%) leafbrushes 1139/65536 2278/131072 ( 1.7%) areas 4/256 32/2048 ( 1.6%) surfedges 14097/512000 56388/2048000 ( 2.8%) edges 8681/256000 34724/1024000 ( 3.4%) LDR worldlights 13/8192 1144/720896 ( 0.2%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 63/32768 630/327680 ( 0.2%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 1077/65536 2154/131072 ( 1.6%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 650348/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 28825/16777216 ( 0.2%) entdata [variable] 38335/393216 ( 9.7%) LDR ambient table 1351/65536 5404/262144 ( 2.1%) HDR ambient table 1351/65536 5404/262144 ( 2.1%) LDR leaf ambient 2189/65536 61292/1835008 ( 3.3%) HDR leaf ambient 1351/65536 37828/1835008 ( 2.1%) 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] 1/692 ( 0.1%) pakfile [variable] 211556/0 ( 0.0%) physics [variable] 187805/4194304 ( 4.5%) physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 5425 Writing e:\steam\steamapps\tomo742\sourcesdkcontent\hl2\mapsrc\zintro.bsp 12 seconds elapsed

** Executing... ** Command: Copy File ** Parameters: "E:\Steam\SteamApps\Tomo742\sourcesdkcontent\hl2\mapsrc\zintro.bsp" "e:\steam\steamapps\tomo742\half-life 2\hl2\maps\z_intro.bsp"

Please help as soon as possible ^.^

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  • Devieus's Levels
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    Devieus
    Posted 1 year ago

    Next time, pastebin that log, or escape all '_' with '\' and call out linebreaks with <br />.

    Either way, if this isn't telling you anything, your problem is probably due to a bad brush; hide some around the spawn point and see if it works then.

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  • Tomo742's Levels
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    Posted 1 year ago

    Posted by Devieus

    Next time, pastebin that log, or escape all '_' with '\' and call out linebreaks with <br />.

    Either way, if this isn't telling you anything, your problem is probably due to a bad brush; hide some around the spawn point and see if it works then.

    Well I've tried that, it shows no errors. I've even covered the entire map to see if there was a leak, and I've even deleted parts slowly to see what part of the map might have the error in, but no matter what I do it just keeps crashing.

    Bananite
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