Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length



Pages: [1]
  Print  
Author Topic: Please help, im stumped =/  (Read 170 times)
A18502
Newbie
*
Offline Offline

Posts: 39



View Profile
« on: July 19, 2010, 05:02:26 AM »

Alright sooo my CS:S/Hammer Editor are both combining to make me want to kill myself.... I have a map i've been messing around with that compiles fine(that is when my computer doesn't crash as it is... Confused) but when I get to the point of loading resources I get the "hl2.exe has stopped working" and it closes out.

I've tried reloading it after CSS crashed the first time and it just crashes again. I've done almost all the omptimizing I can do w/o actually being in game and experimenting with it(i.e. NoDraw, func_detail) but it doesn't change the fact that the map won't load. I can even load any other map, just not that one =/


Here's my compile. (And yeah I noticed the buildcubemap thing but that still wouldn't make it crash -.-...idt)


** Executing...
** Command: "c:\program files\steam\steamapps\a18502\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\a18502\counter-strike source\cstrike" "C:\Program Files\Steam\steamapps\a18502\sourcesdk_content\cstrike\mapsrc\surf_kitchen.vmf"

Valve Software - vbsp.exe (Jul  7 2010)
2 threads
materialPath: c:\program files\steam\steamapps\a18502\counter-strike source\cstrike\materials
Loading C:\Program Files\Steam\steamapps\a18502\sourcesdk_content\cstrike\mapsrc\surf_kitchen.vmf
Could not locate 'GameData' key in c:\program files\steam\steamapps\a18502\counter-strike source\cstrike\gameinfo.txt
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)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 64 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Program Files\Steam\steamapps\a18502\sourcesdk_content\cstrike\mapsrc\surf_kitchen.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_01*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_01*.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) (120995 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 124 texinfos to 81
Reduced 20 texdatas to 18 (501 bytes to 403)
Writing C:\Program Files\Steam\steamapps\a18502\sourcesdk_content\cstrike\mapsrc\surf_kitchen.bsp
1 second elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\a18502\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\a18502\counter-strike source\cstrike" -fast "C:\Program Files\Steam\steamapps\a18502\sourcesdk_content\cstrike\mapsrc\surf_kitchen"

Valve Software - vvis.exe (Jul  7 2010)
fastvis = true
2 threads
reading c:\program files\steam\steamapps\a18502\sourcesdk_content\cstrike\mapsrc\surf_kitchen.bsp
reading c:\program files\steam\steamapps\a18502\sourcesdk_content\cstrike\mapsrc\surf_kitchen.prt
1007 portalclusters
2659 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (1)
Optimized: 14654 visible clusters (0.00%)
Total clusters visible: 520656
Average clusters visible: 517
Building PAS...
Average clusters audible: 1007
visdatasize:260994  compressed from 257792
writing c:\program files\steam\steamapps\a18502\sourcesdk_content\cstrike\mapsrc\surf_kitchen.bsp
1 second elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\a18502\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "c:\program files\steam\steamapps\a18502\counter-strike source\cstrike" "C:\Program Files\Steam\steamapps\a18502\sourcesdk_content\cstrike\mapsrc\surf_kitchen"

Valve Software - vrad.exe SSE (Jul  7 2010)

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

Loading c:\program files\steam\steamapps\a18502\sourcesdk_content\cstrike\mapsrc\surf_kitchen.bsp
Setting up ray-trace acceleration structure... Done (0.30 seconds)
5047 faces
4725371 square feet [680453504.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
5047 patches before subdivision
260001 patches after subdivision
2 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (107)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (294)
transfers 154201853, max 2240
transfer lists: 1176.5 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (10)
   Bounce #1 added RGB(53518, 48057, 41453)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (12)
   Bounce #2 added RGB(19080, 15789, 11531)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (10)
   Bounce #3 added RGB(7489, 5770, 3594)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (12)
   Bounce #4 added RGB(2936, 2106, 1130)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (Cool              <----thats an 8 in parenthisis
   Bounce #5 added RGB(1178, 794, 371)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (12)
   Bounce #6 added RGB(471, 299, 122)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (11)
   Bounce #7 added RGB(191, 115, 42)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (10)
   Bounce #8 added RGB(77, 44, 14)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (9)
   Bounce #9 added RGB(32, 18, 5)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (12)
   Bounce #10 added RGB(13, 7, 2)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (10)
   Bounce #11 added RGB(5, 3, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (11)
   Bounce #12 added RGB(2, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (10)
   Bounce #13 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.5745 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (21)
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 (32)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                  15/1024          720/49152    ( 1.5%)
brushes                343/8192         4116/98304    ( 4.2%)
brushsides            2349/65536       18792/524288   ( 3.6%)
planes                1106/65536       22120/1310720  ( 1.7%)
vertexes              6910/65536       82920/786432   (10.5%)
nodes                 2180/65536       69760/2097152  ( 3.3%)
texinfos                81/12288        5832/884736   ( 0.7%)
texdata                 18/2048          576/65536    ( 0.9%)
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                 5047/65536      282632/3670016  ( 7.7%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces              968/65536       54208/3670016  ( 1.5%)
leaves                2196/65536       70272/2097152  ( 3.4%)
leaffaces             6108/65536       12216/131072   ( 9.3%)
leafbrushes           1308/65536        2616/131072   ( 2.0%)
areas                    2/256            16/2048     ( 0.8%)
surfedges            26368/512000     105472/2048000  ( 5.2%)
edges                14565/256000      58260/1024000  ( 5.7%)
LDR worldlights          2/8192          176/720896   ( 0.0%)
HDR worldlights          0/8192            0/720896   ( 0.0%)
leafwaterdata            0/32768           0/393216   ( 0.0%)
waterstrips            469/32768        4690/327680   ( 1.4%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices          6447/65536       12894/131072   ( 9.8%)
cubemapsamples           0/1024            0/16384    ( 0.0%)
overlays                 0/512             0/180224   ( 0.0%)
LDR lightdata         [variable]    15590524/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]      260994/16777216 ( 1.6%)
entdata               [variable]        9094/393216   ( 2.3%)
LDR ambient table     2196/65536        8784/262144   ( 3.4%)
HDR ambient table     2196/65536        8784/262144   ( 3.4%)
LDR leaf ambient     10098/65536      282744/1835008  (15.4%)
HDR leaf ambient      2196/65536       61488/1835008  ( 3.4%)
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]           1/12       ( 8.3%)
pakfile               [variable]      211932/0        ( 0.0%)
physics               [variable]      120995/4194304  ( 2.9%)
physics terrain       [variable]           2/1048576  ( 0.0%)

Level flags = 0

Total triangle count: 12440
Writing c:\program files\steam\steamapps\a18502\sourcesdk_content\cstrike\mapsrc\surf_kitchen.bsp
9 minutes, 54 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\a18502\sourcesdk_content\cstrike\mapsrc\surf_kitchen.bsp" "c:\program files\steam\steamapps\a18502\counter-strike source\cstrike\maps\surf_kitchen.bsp"


** Executing...
** Command: c:\program files\steam\steam.exe
** Parameters: -applaunch 240 -game "c:\program files\steam\steamapps\a18502\counter-strike source\cstrike"  +map "surf_kitchen"
Logged
spoz
Elder Statesman
of the Surf

*****
Online Online

Posts: 1,533


My Tra-la-la.


View Profile WWW
« Reply #1 on: July 19, 2010, 01:35:51 PM »

Quote
transfers 154201853, max 2240
transfer lists: 1176.5 megs

Engine overload?
Logged


Quote
But if u really wanna see a screwed up map take a look at that greatriver awesome 1... freaked the shit out of me... its like a child molestation adventure.....
DESE
Full Member
***
Online Online

Posts: 332



View Profile
« Reply #2 on: July 19, 2010, 03:10:05 PM »

Quote
brushes                343/8192         4116/98304    ( 4.2%)
brushsides            2349/65536       18792/524288   ( 3.6%)
planes                1106/65536       22120/1310720  ( 1.7%)
vertexes              6910/65536       82920/786432   (10.5%)

9 minutes, 54 seconds elapsed ????? How the *BEEP* ?
Logged

MY TUNES: http://soundcloud.com/embriotunes/tracks
--
Quote
I'm serious, be productive or gtfo.
--
[/
A18502
Newbie
*
Offline Offline

Posts: 39



View Profile
« Reply #3 on: July 19, 2010, 04:36:47 PM »

....Is that short or long?....I don't know why it was like that but i'll give you reasons for both =]

Short = Probably because i've run the same compile around 6 times w/o changing anything in the map mainly because i'm a new mapper and im taking it slow and i'm not trying to speed map or anything, so basically im doing one thing and testing it.

Long = Because i'm doing this on an old laptop that can barely even run portal at best and only get's around 2 bars of connection from my internet and have the time hammer crashes while compiling.



Engine overload?
How would I fix that?
Logged
spoz
Elder Statesman
of the Surf

*****
Online Online

Posts: 1,533


My Tra-la-la.


View Profile WWW
« Reply #4 on: July 19, 2010, 05:18:51 PM »

Use compressed textures instead of uncompressed, budget your textures and reuse where possible.
Logged


Quote
But if u really wanna see a screwed up map take a look at that greatriver awesome 1... freaked the shit out of me... its like a child molestation adventure.....
A18502
Newbie
*
Offline Offline

Posts: 39



View Profile
« Reply #5 on: July 19, 2010, 05:32:10 PM »

Use compressed textures instead of uncompressed, budget your textures and reuse where possible.

...Uhh Compressed...i'm sorry I have no idea what that means, how would I do it?

I'm really new to this whole optimization and making things flow smoothly...I mean I thought i was doing pretty good considering that before I used to be like "Carve/Vertex Manipulation FTW, and NoDraw? whats that??" Oh humor...but seriously i'm dieing on the inside lol
Logged
A18502
Newbie
*
Offline Offline

Posts: 39



View Profile
« Reply #6 on: July 20, 2010, 02:03:26 AM »

Engine overload?

Alright it isn't engine overload or w/e's because I used lightmap 512 on all surfaces and got the megs all the way down to 4.2 but it doesn't change the fact that it crashes as soon as a i load it. And it can't be the graphics card because all other maps work fine.
Logged
spoz
Elder Statesman
of the Surf

*****
Online Online

Posts: 1,533


My Tra-la-la.


View Profile WWW
« Reply #7 on: July 20, 2010, 02:23:06 AM »

I'm happy to test and see if its client specific. Drop me a PM with the BSP I'll test it, if it crashes I'll have a look into the dumps see what I can find.

EDIT: Fix'd :]
« Last Edit: July 20, 2010, 03:20:33 AM by spoz » Logged


Quote
But if u really wanna see a screwed up map take a look at that greatriver awesome 1... freaked the shit out of me... its like a child molestation adventure.....
hellraisedsurfer
Full Member
***
Offline Offline

Posts: 371


Black kid legally nomnoming


View Profile
« Reply #8 on: July 24, 2010, 11:19:05 AM »

Long = Because i'm doing this on an old laptop that can barely even run portal at best and only get's around 2 bars of connection from my internet and have the time hammer crashes while compiling.


lol stop complaining ... i can barely (im laggy) run portal on lowest + im lagging even in css
Logged

It took a lot of complicated incest to produce the Buckaj 
A18502
Newbie
*
Offline Offline

Posts: 39



View Profile
« Reply #9 on: July 24, 2010, 05:29:12 PM »

lol stop complaining ... i can barely (im laggy) run portal on lowest + im lagging even in css

Oh yeah...thats what I meant (Windowed, lowest resoulution, no shadows, ect.) Either way this post is dead since Spoz solved it for me. =p
Logged
Pages: [1]
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.11 | SMF © 2006-2009, Simple Machines LLC
Akust by Fakdordes
Valid XHTML 1.0! Valid CSS!
Green Web Hosting! This site hosted by DreamHost.