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HELP NEEDED



  • I’ve come across a problem while working on the latest build of my new map.  It causes zs to crash after loading resources.  I was just testing some displacements when this error started happening.  I can’t upload the vmf.



  • I’ve come across a problem while working on the latest build of my new map.  It causes zs to crash after loading resources.  I was just testing some displacements when this error started happening.  I can’t upload the vmf.



  • Then obviously your displacements are causing the crashes. How do you expect us to help if you don’t post a vmf, compile log nor a console log.



  • Where can I upload the vmf offsite?  I’ll post a log:

    ** Executing…
    ** Command: “c:\program files (x86)\steam\steamapps\chiraedisk1\sourcesdk\bin\source2009\bin\vbsp.exe”
    ** Parameters: -game “c:\program files (x86)\steam\steamapps\chiraedisk1\half-life 2 episode two\ep2” “C:\Program Files (x86)\Steam\steamapps\chiraedisk1\sourcesdk_content\hl2\mapsrc\zs_intolerable_011.vmf”

    Valve Software - vbsp.exe (Sep 15 2011)
    2 threads
    materialPath: c:\program files (x86)\steam\steamapps\chiraedisk1\half-life 2 episode two\ep2\materials
    Loading C:\Program Files (x86)\Steam\steamapps\chiraedisk1\sourcesdk_content\hl2\mapsrc\zs_intolerable_011.vmf
    Could not locate ‘GameData’ key in c:\program files (x86)\steam\steamapps\chiraedisk1\half-life 2 episode two\ep2\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 274 detail faces…done (0)
    Merging details…done (0)
    FixTjuncs…
    PruneNodes…
    WriteBSP…
    done (1)
    writing C:\Program Files (x86)\Steam\steamapps\chiraedisk1\sourcesdk_content\hl2\mapsrc\zs_intolerable_011.prt…Building visibility clusters…
    done (0)
    material “skybox/paintedrt” not found.
    Can’t load skybox file skybox/painted to build the default cubemap!
    Can’t load skybox file skybox/painted 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) (378625 bytes)
    Error! prop_static using model “models/props_wasteland/kitchen_shelf001a.mdl”, which must be used on a dynamic entity (i.e. prop_physics). Deleted.
    Error loading studio model “models/props_wasteland/kitchen_shelf001a.mdl”!
    Placing detail props : 0…1…2…3…4…5…6…7…8…9…10
    Compacting texture/material tables…
    Reduced 625 texinfos to 453
    Reduced 109 texdatas to 103 (2529 bytes to 2304)
    Writing C:\Program Files (x86)\Steam\steamapps\chiraedisk1\sourcesdk_content\hl2\mapsrc\zs_intolerable_011.bsp
    4 seconds elapsed

    ** Executing…
    ** Command: “c:\program files (x86)\steam\steamapps\chiraedisk1\sourcesdk\bin\source2009\bin\vvis.exe”
    ** Parameters: -game “c:\program files (x86)\steam\steamapps\chiraedisk1\half-life 2 episode two\ep2” “C:\Program Files (x86)\Steam\steamapps\chiraedisk1\sourcesdk_content\hl2\mapsrc\zs_intolerable_011”

    Valve Software - vvis.exe (Sep 15 2011)
    2 threads
    reading c:\program files (x86)\steam\steamapps\chiraedisk1\sourcesdk_content\hl2\mapsrc\zs_intolerable_011.bsp
    reading c:\program files (x86)\steam\steamapps\chiraedisk1\sourcesdk_content\hl2\mapsrc\zs_intolerable_011.prt
    862 portalclusters
    2317 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 (28)
    Optimized: 3218 visible clusters (0.00%)
    Total clusters visible: 163052
    Average clusters visible: 189
    Building PAS…
    Average clusters audible: 756
    visdatasize:162809  compressed from 193088
    writing c:\program files (x86)\steam\steamapps\chiraedisk1\sourcesdk_content\hl2\mapsrc\zs_intolerable_011.bsp
    28 seconds elapsed

    ** Executing…
    ** Command: “c:\program files (x86)\steam\steamapps\chiraedisk1\sourcesdk\bin\source2009\bin\vrad.exe”
    ** Parameters: -both -game “c:\program files (x86)\steam\steamapps\chiraedisk1\half-life 2 episode two\ep2” “C:\Program Files (x86)\Steam\steamapps\chiraedisk1\sourcesdk_content\hl2\mapsrc\zs_intolerable_011”

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

    Valve Radiosity Simulator   
    2 threads
    [Reading texlights from ‘lights.rad’]
    [48 texlights parsed from ‘lights.rad’]

    Loading c:\program files (x86)\steam\steamapps\chiraedisk1\sourcesdk_content\hl2\mapsrc\zs_intolerable_011.bsp
    Setting up ray-trace acceleration structure… Done (3.00 seconds)
    3564 faces
    428680 square feet [61729972.00 square inches]
    124 Displacements
    127128 Square Feet [18306510.00 Square Inches]
    3564 patches before subdivision
    33720 patches after subdivision
    sun extent from map=0.034899
    8 direct lights
    BuildFacelights:    0…1…2…3…4…5…6…7…8…9…10 (14)
    BuildVisLeafs:      0…1…2…3…4…5…6…7…8…9…10 (11)
    transfers 2511155, max 400
    transfer lists:  19.2 megs
    GatherLight:        0…1…2…3…4…5…6…7…8…9…10 (1)
    Bounce #1 added RGB(3186, 11944, 13932)
    GatherLight:        0…1…2…3…4…5…6…7…8…9…10 (0)
    Bounce #2 added RGB(746, 2861, 3333)
    GatherLight:        0…1…2…3…4…5…6…7…8…9…10 (0)
    Bounce #3 added RGB(225, 891, 1048)
    GatherLight:        0…1…2…3…4…5…6…7…8…9…10 (0)
    Bounce #4 added RGB(64, 258, 305)
    GatherLight:        0…1…2…3…4…5…6…7…8…9…10 (0)
    Bounce #5 added RGB(20, 82, 97)
    GatherLight:        0…1…2…3…4…5…6…7…8…9…10 (1)
    Bounce #6 added RGB(6, 26, 31)
    GatherLight:        0…1…2…3…4…5…6…7…8…9…10 (0)
    Bounce #7 added RGB(2, 9, 10)
    GatherLight:        0…1…2…3…4…5…6…7…8…9…10 (0)
    Bounce #8 added RGB(1, 3, 3)
    GatherLight:        0…1…2…3…4…5…6…7…8…9…10 (0)
    Bounce #9 added RGB(0, 1, 1)
    GatherLight:        0…1…2…3…4…5…6…7…8…9…10 (1)
    Bounce #10 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s)…Done<0.0162 sec>
    FinalLightFace:      0…1…2…3…4…5…6…7…8…9…10 (6)
    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 (8)
    Writing leaf ambient…done
    Ready to Finish

    Object names      Objects/Maxobjs  Memory / Maxmem  Fullness
    ------------      ---------------  ---------------  --------
    models                  22/1024        1056/49152    ( 2.1%)
    brushes              1089/8192        13068/98304    (13.3%)
    brushsides            7073/65536      56584/524288  (10.8%)
    planes                1642/65536      32840/1310720  ( 2.5%)
    vertexes              5942/65536      71304/786432  ( 9.1%)
    nodes                1944/65536      62208/2097152  ( 3.0%)
    texinfos              453/12288      32616/884736  ( 3.7%)
    texdata                103/2048        3296/65536    ( 5.0%)
    dispinfos              124/0          21824/0        ( 0.0%)
    disp_verts          22940/0          458800/0        ( 0.0%)
    disp_tris            39680/0          79360/0        ( 0.0%)
    disp_lmsamples      381789/0          381789/0        ( 0.0%)
    faces                3564/65536      199584/3670016  ( 5.4%)
    hdr faces                0/65536          0/3670016  ( 0.0%)
    origfaces            2701/65536      151256/3670016  ( 4.1%)
    leaves                1967/65536      62944/2097152  ( 3.0%)
    leaffaces            4115/65536        8230/131072  ( 6.3%)
    leafbrushes          1703/65536        3406/131072  ( 2.6%)
    areas                    3/256            24/2048    ( 1.2%)
    surfedges            28421/512000    113684/2048000  ( 5.6%)
    edges                18119/256000      72476/1024000  ( 7.1%)
    LDR worldlights          8/8192          704/720896  ( 0.1%)
    HDR worldlights          0/8192            0/720896  ( 0.0%)
    leafwaterdata            0/32768          0/393216  ( 0.0%)
    waterstrips            497/32768        4970/327680  ( 1.5%)
    waterverts              0/65536          0/786432  ( 0.0%)
    waterindices          8565/65536      17130/131072  (13.1%)
    cubemapsamples          0/1024            0/16384    ( 0.0%)
    overlays                0/512            0/180224  ( 0.0%)
    LDR lightdata        [variable]    2098436/0        ( 0.0%)
    HDR lightdata        [variable]          0/0        ( 0.0%)
    visdata              [variable]      162809/16777216 ( 1.0%)
    entdata              [variable]      32902/393216  ( 8.4%)
    LDR ambient table    1967/65536        7868/262144  ( 3.0%)
    HDR ambient table    1967/65536        7868/262144  ( 3.0%)
    LDR leaf ambient      6463/65536      180964/1835008  ( 9.9%)
    HDR leaf ambient      1967/65536      55076/1835008  ( 3.0%)
    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]          1/4072    ( 0.0%)
    pakfile              [variable]        1122/0        ( 0.0%)
    physics              [variable]      378625/4194304  ( 9.0%)
    physics terrain      [variable]      94358/1048576  ( 9.0%)

    Level flags = 0

    Total triangle count: 10519
    Writing c:\program files (x86)\steam\steamapps\chiraedisk1\sourcesdk_content\hl2\mapsrc\zs_intolerable_011.bsp
    45 seconds elapsed
    EnumerateApp( 211 ) failed:  SteamEnumerateApp(211,0x2348fc04,0x2348fc4c) failed with error 1: The registry is in use by another process, timeout expired

    ** Executing…
    ** Command: Copy File
    ** Parameters: “C:\Program Files (x86)\Steam\steamapps\chiraedisk1\sourcesdk_content\hl2\mapsrc\zs_intolerable_011.bsp” “c:\program files (x86)\steam\steamapps\chiraedisk1\half-life 2 episode two\ep2\maps\zs_intolerable_011.bsp”



  • EnumerateApp( 211 ) failed:  SteamEnumerateApp(211,0x2348fc04,0x2348fc4c) failed with error 1: The registry is in use by another process, timeout expired

    Delete your clientregistry.blob file, and then verify your SDK integrity.



  • Your map automatically removes a prop as well.

    Error! prop_static using model “models/props_wasteland/kitchen_shelf001a.mdl”, which must be used on a dynamic entity (i.e. prop_physics). Deleted.
    Error loading studio model “models/props_wasteland/kitchen_shelf001a.mdl”!



  • It’s not going to cause a crash though. Upload the vmf to any upload site, dropbox will do.



  • http://www.filehosting.org/file/details/416894/zs_intolerable_011.vmf

    Edit:  For Drop Box I need a  name to send the share folder to.



  • I’m guessing posting the VMF meant that my suggestion didn’t work?



  • It added 3 bytes to the file, but did nothing



  • Jesus, just upload it to dropbox public.





  • Yeah, it was your displacements. Try redoing them without as much detail and make square divisions.



  • I forgot about the 1024 unit limit completely

    EDIT:  Heres the finished project (of the displacements)



  • That glacier(?) is way too close for that sort of really high texture scale. Either move it away or find a higher-quality texture for that.


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