obtuse_rubber_goose
Trained Noob
You can't spell random without swordfish tangerine disco car!
Posts: 16
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Post by obtuse_rubber_goose on May 1, 2009 23:57:06 GMT
I built a small map, testing a small group of buildings* but now whenever its about to be done loading half life 2 crashes and stuck smashing my head on my desk. Any suggestions with what can be wrong?
*small group of buildings as in one building by itself
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Post by ant600f2 on May 2, 2009 2:42:22 GMT
Post your compiler output.
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obtuse_rubber_goose
Trained Noob
You can't spell random without swordfish tangerine disco car!
Posts: 16
|
Post by obtuse_rubber_goose on May 2, 2009 3:23:19 GMT
do you mean what it says in the box when its compiling?
if so here
** Executing... ** Command: "c:\program files\valve\steam\steamapps\higrod219\sourcesdk\bin\ep1\bin\vbsp.exe" ** Parameters: -game "c:\program files\valve\steam\steamapps\higrod219\half-life 2\hl2" "C:\Program Files\Valve\Steam\SteamApps\higrod219\sourcesdk_content\hl2\mapsrc\khgfkhgdc"
Valve Software - vbsp.exe (Dec 11 2006) 2 threads materialPath: c:\program files\valve\steam\steamapps\higrod219\half-life 2\hl2\materials Loading C:\Program Files\Valve\Steam\SteamApps\higrod219\sourcesdk_content\hl2\mapsrc\khgfkhgdc.vmf 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 (0) Processing areas...done (0) Building Faces...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Program Files\Valve\Steam\SteamApps\higrod219\sourcesdk_content\hl2\mapsrc\khgfkhgdc.prt...done (0) Creating default cubemaps for env_cubemap using skybox materials: skybox/sky_day01_01*.vmt Run buildcubemaps in the engine to get the correct cube maps.
No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt" Can't load skybox file skybox/sky_day01_01 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 (0) (13087 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 33 texinfos to 18 Reduced 7 texdatas to 7 (176 bytes to 176) Writing C:\Program Files\Valve\Steam\SteamApps\higrod219\sourcesdk_content\hl2\mapsrc\khgfkhgdc.bsp 0 seconds elapsed
** Executing... ** Command: "c:\program files\valve\steam\steamapps\higrod219\sourcesdk\bin\ep1\bin\vvis.exe" ** Parameters: -game "c:\program files\valve\steam\steamapps\higrod219\half-life 2\hl2" "C:\Program Files\Valve\Steam\SteamApps\higrod219\sourcesdk_content\hl2\mapsrc\khgfkhgdc"
Valve Software - vvis.exe (Nov 8 2007) 2 threads reading c:\program files\valve\steam\steamapps\higrod219\sourcesdk_content\hl2\mapsrc\khgfkhgdc.bsp reading c:\program files\valve\steam\steamapps\higrod219\sourcesdk_content\hl2\mapsrc\khgfkhgdc.prt 51 portalclusters 124 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 (0) Optimized: 0 visible clusters (0.00%) Total clusters visible: 1723 Average clusters visible: 33 Building PAS... Average clusters audible: 51 visdatasize:1130 compressed from 816 writing c:\program files\valve\steam\steamapps\higrod219\sourcesdk_content\hl2\mapsrc\khgfkhgdc.bsp 0 seconds elapsed
** Executing... ** Command: "c:\program files\valve\steam\steamapps\higrod219\sourcesdk\bin\ep1\bin\vrad.exe" ** Parameters: -game "c:\program files\valve\steam\steamapps\higrod219\half-life 2\hl2" "C:\Program Files\Valve\Steam\SteamApps\higrod219\sourcesdk_content\hl2\mapsrc\khgfkhgdc"
Valve Software - vrad.exe SSE (Nov 8 2007) ----- Radiosity Simulator ---- 2 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad']
Loading c:\program files\valve\steam\steamapps\higrod219\sourcesdk_content\hl2\mapsrc\khgfkhgdc.bsp 145 faces 48781 square feet [7024536.00 square inches] 0 displacements 0 square feet [0.00 square inches] 145 patches before subdivision 669 patches after subdivision 0 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0) transfers 18648, max 133 transfer lists: 0.1 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<0.0003 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0) FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10 Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 4/1024 192/49152 ( 0.4%) brushes 35/8192 420/98304 ( 0.4%) brushsides 210/65536 1680/524288 ( 0.3%) planes 130/65536 2600/1310720 ( 0.2%) vertexes 300/65536 3600/786432 ( 0.5%) nodes 142/65536 4544/2097152 ( 0.2%) texinfos 18/12288 1296/884736 ( 0.1%) texdata 7/2048 224/65536 ( 0.3%) 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 145/65536 8120/3670016 ( 0.2%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 99/65536 5544/3670016 ( 0.2%) leaves 147/65536 4704/2097152 ( 0.2%) leaffaces 175/65536 350/131072 ( 0.3%) leafbrushes 69/65536 138/131072 ( 0.1%) areas 2/256 16/2048 ( 0.8%) surfedges 1061/512000 4244/2048000 ( 0.2%) edges 635/256000 2540/1024000 ( 0.2%) LDR worldlights 0/8192 0/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 2/32768 20/327680 ( 0.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 42/65536 84/131072 ( 0.1%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 9008/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 1130/16777216 ( 0.0%) entdata [variable] 2881/393216 ( 0.7%) LDR leaf ambient 147/65536 3528/1572864 ( 0.2%) 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] 1/1030 ( 0.1%) pakfile [variable] 10012/0 ( 0.0%)
Level flags = 0
Win32 Specific Data: physics [variable] 13087/4194304 ( 0.3%) ==== Total Win32 BSP file data space used: 79964 bytes ====
Total triangle count: 375 Writing c:\program files\valve\steam\steamapps\higrod219\sourcesdk_content\hl2\mapsrc\khgfkhgdc.bsp 0 seconds elapsed
** Executing... ** Command: Copy File ** Parameters: "C:\Program Files\Valve\Steam\SteamApps\higrod219\sourcesdk_content\hl2\mapsrc\khgfkhgdc.bsp" "c:\program files\valve\steam\steamapps\higrod219\half-life 2\hl2\maps\khgfkhgdc.bsp"
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Post by Rusty on May 2, 2009 12:39:29 GMT
Alt + P in hammer. Check for errors. Check there are no leaks in your skybox.
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obtuse_rubber_goose
Trained Noob
You can't spell random without swordfish tangerine disco car!
Posts: 16
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Post by obtuse_rubber_goose on May 2, 2009 17:51:13 GMT
Tried it
it couldn't find any errors and there are no leaks. but now im getting a engine error. somthing about lighting
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Post by 3kliksphilip on May 3, 2009 18:29:35 GMT
What about lighting?
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obtuse_rubber_goose
Trained Noob
You can't spell random without swordfish tangerine disco car!
Posts: 16
|
Post by obtuse_rubber_goose on May 4, 2009 2:44:36 GMT
it says sothing is wrong with the lighting and then somthing to do with 512x256, I will take a screenshot
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Post by john88z on May 4, 2009 3:35:24 GMT
Did you maybe set the light map too small or too big?
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Post by 3kliksphilip on May 5, 2009 20:09:22 GMT
It means you have a huge block in your level some where, make it smaller / split it into two smaller ones. Or make the lightmap scale slightly larger.
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