vbsp crashes, help.

Dodo

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vbsp.exe crashes. i checked my map for problems, i found alot of entities had wrong keyvalues and i fixed all of them. then i compiled, vbsp crashed, loaded my map and found out that i was playing in an older version of my map. so i copied everything in a working map, i tryed to compile it but vbsp.exe just crashes, and hl2 opens up with a warning it can't find the file. HELP ! ;(

-dodo

my pc crashed compiling my ****ing map. ill post the log in a few hours, i feel like killing my computer.
 
here you go.

-dodo



** Executing...
** Command: "c:\program files\valve\steam\steamapps\dangertoy\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\dangertoy\half-life 2\hl2" "C:\Program Files\Valve\Steam\SteamApps\dangertoy\sourcesdk_content\hl2\mapsrc\test_level03"

Valve Software - vbsp.exe (Jan 2 2006)
2 threads
materialPath: c:\program files\valve\steam\steamapps\dangertoy\half-life 2\hl2\materials
Loading C:\Program Files\Valve\Steam\SteamApps\dangertoy\sourcesdk_content\hl2\mapsrc\test_level03.vmf
Can't find surfaceprop stone for material LOST_HOPE/GROND_STEEN_04, using default
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 482 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Valve\Steam\SteamApps\dangertoy\sourcesdk_content\hl2\mapsrc\test_level03.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky03*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky03rt"
Can't load skybox file skybox/sky03 to build the default cubemap!

(vbsp.exe crashes)

** Executing...
** Command: "c:\program files\valve\steam\steamapps\dangertoy\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\dangertoy\half-life 2\hl2" "C:\Program Files\Valve\Steam\SteamApps\dangertoy\sourcesdk_content\hl2\mapsrc\test_level03"

Valve Software - vvis.exe (Jan 2 2006)
2 threads
reading c:\program files\valve\steam\steamapps\dangertoy\sourcesdk_content\hl2\mapsrc\test_level03.bsp
reading c:\program files\valve\steam\steamapps\dangertoy\sourcesdk_content\hl2\mapsrc\test_level03.prt
197 portalclusters
449 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (1)
Optimized: 62 visible clusters (0.00%)
Total clusters visible: 11641
Average clusters visible: 59
Building PAS...
Average clusters audible: 121
visdatasize:8794 compressed from 12608
writing c:\program files\valve\steam\steamapps\dangertoy\sourcesdk_content\hl2\mapsrc\test_level03.bsp
2 seconds elapsed

** Executing...
** Command: "c:\program files\valve\steam\steamapps\dangertoy\sourcesdk\bin\vrad.exe"
** Parameters: -both -game "c:\program files\valve\steam\steamapps\dangertoy\half-life 2\hl2" "C:\Program Files\Valve\Steam\SteamApps\dangertoy\sourcesdk_content\hl2\mapsrc\test_level03"

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

Loading c:\program files\valve\steam\steamapps\dangertoy\sourcesdk_content\hl2\mapsrc\test_level03.bsp
2980 faces
209363 square feet [30148368.00 square inches]
68 displacements
35337 square feet [5088620.00 square inches]
2980 patches before subdivision
59590 patches after subdivision
61 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (309)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (106)
transfers 8028959, max 768
transfer lists: 61.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(51896, 76509, 60727)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(3565, 4855, 2911)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(248, 318, 149)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(20, 23, 9)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(2, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0455 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
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 11/1024 528/49152 ( 1.1%)
brushes 1130/8192 13560/98304 (13.8%)
brushsides 7443/65536 59544/524288 (11.4%)
planes 2718/65536 54360/1310720 ( 4.1%)
vertexes 7253/65536 87036/786432 (11.1%)
nodes 645/65536 20640/2097152 ( 1.0%)
texinfos 670/12288 48240/884736 ( 5.5%)
texdata 79/2048 2528/65536 ( 3.9%)
dispinfos 68/0 11968/0 ( 0.0%)
disp_verts 5116/0 102320/0 ( 0.0%)
disp_tris 8032/0 16064/0 ( 0.0%)
disp_lmsamples 141988/0 141988/0 ( 0.0%)
faces 2980/65536 166880/3670016 ( 4.5%)
origfaces 2448/65536 137088/3670016 ( 3.7%)
leaves 657/65536 21024/2097152 ( 1.0%)
leaffaces 3910/65536 7820/131072 ( 6.0%)
leafbrushes 1816/65536 3632/131072 ( 2.8%)
areas 3/256 24/2048 ( 1.2%)
surfedges 26425/512000 105700/2048000 ( 5.2%)
edges 19010/256000 76040/1024000 ( 7.4%)
LDR worldlights 61/8192 5368/720896 ( 0.7%)
HDR worldlights 61/8192 5368/720896 ( 0.7%)
waterstrips 649/32768 6490/327680 ( 2.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 13950/65536 27900/131072 (21.3%)
cubemapsamples 42/1024 672/16384 ( 4.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 3730688/0 ( 0.0%)
HDR lightdata [variable] 3730688/0 ( 0.0%)
visdata [variable] 8794/16777216 ( 0.1%)
entdata [variable] 38788/393216 ( 9.9%)
LDR leaf ambient 657/65536 15768/1572864 ( 1.0%)
HDR leaf ambient 657/65536 15768/1572864 ( 1.0%)
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] 1/14582 ( 0.0%)
pakfile [variable] 225132/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 916499/4194304 (21.9%)
==== Total Win32 BSP file data space used: 9804909 bytes ====

Linux Specific Data:
physicssurface [variable] 2147430/6291456 (34.1%)
==== Total Linux BSP file data space used: 11035840 bytes ====

Total triangle count: 10657
Writing c:\program files\valve\steam\steamapps\dangertoy\sourcesdk_content\hl2\mapsrc\test_level03.bsp
7 minutes, 4 seconds elapsed
Valve Software - vrad.exe SSE (Jan 16 2006)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\program files\valve\steam\steamapps\dangertoy\sourcesdk_content\hl2\mapsrc\test_level03.bsp
2980 faces
209363 square feet [30148368.00 square inches]
68 displacements
35337 square feet [5088620.00 square inches]
2980 patches before subdivision
59590 patches after subdivision
61 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (274)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (106)
transfers 8029031, max 767
transfer lists: 61.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(41373, 40017, 29122)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(2875, 2601, 1456)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(193, 166, 79)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(15, 13, 5)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(1, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0452 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
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 11/1024 528/49152 ( 1.1%)
brushes 1130/8192 13560/98304 (13.8%)
brushsides 7443/65536 59544/524288 (11.4%)
planes 2718/65536 54360/1310720 ( 4.1%)
vertexes 7253/65536 87036/786432 (11.1%)
nodes 645/65536 20640/2097152 ( 1.0%)
texinfos 670/12288 48240/884736 ( 5.5%)
texdata 79/2048 2528/65536 ( 3.9%)
dispinfos 68/0 11968/0 ( 0.0%)
disp_verts 5116/0 102320/0 ( 0.0%)
disp_tris 8032/0 16064/0 ( 0.0%)
disp_lmsamples 141988/0 141988/0 ( 0.0%)
faces 2980/65536 166880/3670016 ( 4.5%)
origfaces 2448/65536 137088/3670016 ( 3.7%)
leaves 657/65536 21024/2097152 ( 1.0%)
leaffaces 3910/65536 7820/131072 ( 6.0%)
leafbrushes 1816/65536 3632/131072 ( 2.8%)
areas 3/256 24/2048 ( 1.2%)
surfedges 26425/512000 105700/2048000 ( 5.2%)
edges 19010/256000 76040/1024000 ( 7.4%)
LDR worldlights 61/8192 5368/720896 ( 0.7%)
HDR worldlights 61/8192 5368/720896 ( 0.7%)
waterstrips 649/32768 6490/327680 ( 2.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 13950/65536 27900/131072 (21.3%)
cubemapsamples 42/1024 672/16384 ( 4.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 3730688/0 ( 0.0%)
HDR lightdata [variable] 3730428/0 ( 0.0%)
visdata [variable] 8794/16777216 ( 0.1%)
entdata [variable] 38788/393216 ( 9.9%)
LDR leaf ambient 657/65536 15768/1572864 ( 1.0%)
HDR leaf ambient 657/65536 15768/1572864 ( 1.0%)
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] 1/14582 ( 0.0%)
pakfile [variable] 225132/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 916499/4194304 (21.9%)
==== Total Win32 BSP file data space used: 9804649 bytes ====

Linux Specific Data:
physicssurface [variable] 2147430/6291456 (34.1%)
==== Total Linux BSP file data space used: 11035580 bytes ====

Total triangle count: 10657
Writing c:\program files\valve\steam\steamapps\dangertoy\sourcesdk_content\hl2\mapsrc\test_level03.bsp
6 minutes, 28 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\dangertoy\sourcesdk_content\hl2\mapsrc\test_level03.bsp" "c:\program files\valve\steam\steamapps\dangertoy\half-life 2\hl2\maps\test_level03.bsp"


** Executing...
** Command: "c:\program files\valve\steam\steamapps\dangertoy\half-life 2\hl2.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\dangertoy\half-life 2\hl2" -dev +sv_lan 1 +map "test_level03"
 
Cool, no errors. That must mean there is something in your map that is not going over well with VBSP, and I have no idea what it is. :P Look for, maybe, exceedingly complex nonentity brush structures, or overstretched textures, or run a Hammer Check-for-Problems (Alt-P). Wanna share the VMF?
 
untitled-6.jpg


Untitled-7.jpg


i've seen more comlex maps and i func_detailed alot. There are no complex geometries, and as for overstreched texures, i have some 1024x1024 textures with a scale of 0.50, but they arent the problem.
as for sharing the map, it's for my mod and... i'm trying to keep it secret.
but thanks anyway :p

-dodo

edit:
this is the map information of sdk_d1_trainstation_01, just to compare.

Untitled-8.jpg
 
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