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  1. #1
    awesomebillfromdawsonvile is offline
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    odd map problem, possibly corrupt

    My maps latest version crashes before the game can even load up. If I go back a few days I have a working version of the map, but its missing alot to say the least. Im gonna go ahead and post the compile log, but its does not seem helpful and there are no errors listed there.

    After a bit of trouble shooting, I found that even if i delete everything on the map, and add just a small empty box with a spawn point inside, it still crashes. So im pretty stumped as to what the problem could be here. I admit to being a little drunk the last time I mapped so Im a little worried that I may have miss clicked or turned on some other map killing option by mistake. Any ideas as to what the hell this could be?

    So all that being said heres the compile log, but I doubt it will give any helpful info, the version of the map from a few days back(the one that runs) pretty much has the same compile info.

    ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vbsp.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" "C:\Program Files (x86)\Steam\steamapps\0milkmandan0\sourcesdk_conte nt\cstrike\mapsrc\tinybutcher4.vmf"

    Valve Software - vbsp.exe (Aug 30 2013) 8 threads materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\materials Loading C:\Program Files (x86)\Steam\steamapps\0milkmandan0\sourcesdkconten t\cstrike\mapsrc\tinybutcher4.vmf Can't find surfaceprop stone for material DETIDES/TIDESFLOORSTONE2, using default ConVarRef matreduceparticles doesn't point to an existing ConVar Can't find surfaceprop panel for material METAL/PRODVENTA, using default Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\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) Chop Details...done (0) Find Visible Detail Sides... Merged 1208 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (1) writing C:\Program Files (x86)\Steam\steamapps\0milkmandan0\sourcesdkconten t\cstrike\mapsrc\tinybutcher4.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for envcubemap using skybox materials: skybox/skyday0101*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for envcubemap using skybox materials: skybox/skyday0101*.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 (1) (1069805 bytes) Error loading studio model ""! Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 5939 texinfos to 3402 Reduced 158 texdatas to 145 (3594 bytes to 3116) Writing C:\Program Files (x86)\Steam\steamapps\0milkmandan0\sourcesdk_conte nt\cstrike\mapsrc\tinybutcher4.bsp 2 seconds elapsed

    ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files (x86)\Steam\steamapps\0milkmandan0\sourcesdk_conte nt\cstrike\mapsrc\tinybutcher4.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\maps\tinybutcher4.bsp"

  2. #2
    Prez is offline
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    did you try compiling with vvis and vrad enabled?

  3. #3
    WriteX is offline
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    Have you tried Interlopers?

    Code:
    Note: It appears vvis was not included in this compile log.
    Not running vvis may cause various errors, make sure you run all compile tools if you are stuck on an unnamed error.
    
    Note: It appears vrad was not included in this compile log.
    Not running vrad may cause various errors, make sure you run all compile tools if you are stuck on an unnamed error.
    Code:
    error loading studio model ""!
    
    Description:
    You have an model-based entity (prop_something) without a model specified.
    
    Solution:
    To fix, delete it or give it a model. It can be hard to find, and if you really cant find it, use this trick: open your map (.vmf) in wordpad, and search for the string:
    
    "model" ""
    
    replace it with something you never used in your map, eg.
    
    "model" "somenameineverusedforanentity"
    
    Save the file, and open it up in hammer again. using 'entity report' in Hammer, you can search for the string "somenameineverusedforanentity" and your entity comes up. Alternatively, you may delete the entire entity, by removing it entirely:
    
    entity
    {
          "some stuff" "more stuff"
          "model" ""
          "origin" xx xx xx"
          editor
          {
               "color" "220 30 220"
               "visgroupid" "2"
               "visgroupshown" "1"
          }
     }
    
    would be what you can delete. after the last "}" the next entity will be specified. Remember to delete the entire entity, and only that one, or your map may get broken. As a precaution, you should always backup your map before editing it in a text editor.

    ( ͡° ͜ʖ ͡°)( ͠° ͟ʖ ͡°)ᕦ( ͡° ͜ʖ ͡°)ᕤ( ͡͡ ° ͜ ʖ ͡ °)

  4. #4
    Darnias is offline
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    I had same problem with my map, I dun goofd some brush entity and the .bsp was crashing with plain map. I suggest loading old .vmf and go on with it.

  5. #5
    awesomebillfromdawsonvile is offline
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    Thanks for the help guys, but tophatwaffle suggested -"Map file corruption can happen? But your in luck that it loads. Open the entire level then click Map>Map Properties. The whole level will be selected. Then open a new level and hit ctrl+shift+v (paste special) make sure that the top check box is checked. Then click okay. Save and compile." huge time saver as most of the work Ive done lately is fine detail work that I might miss redoing on the 2nd time around.

  6. #6
    awesomebillfromdawsonvile is offline
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    ok well, that did not work, and led to some really odd errors and much anger. So i tired a full compile and got the same results- heres the log---
    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vbsp.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" "C:\Program Files (x86)\Steam\steamapps\0milkmandan0\sourcesdk_conte nt\cstrike\mapsrc\tinybutcher4.vmf"

    Valve Software - vbsp.exe (Aug 30 2013)
    8 threads
    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\materials
    Loading C:\Program Files (x86)\Steam\steamapps\0milkmandan0\sourcesdk_conte nt\cstrike\mapsrc\tinybutcher4.vmf
    Can't find surfaceprop stone for material DE_TIDES/TIDES_FLOOR_STONE_2, using default
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Can't find surfaceprop panel for material METAL/PRODVENTA, using default
    Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\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 1208 detail faces...done (0)
    Merging details...done (1)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Program Files (x86)\Steam\steamapps\0milkmandan0\sourcesdk_conte nt\cstrike\mapsrc\tinybutcher4.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 (1) (1069805 bytes)
    Error loading studio model ""!
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 5939 texinfos to 3402
    Reduced 158 texdatas to 145 (3594 bytes to 3116)
    Writing C:\Program Files (x86)\Steam\steamapps\0milkmandan0\sourcesdk_conte nt\cstrike\mapsrc\tinybutcher4.bsp
    2 seconds elapsed

    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vvis.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" "C:\Program Files (x86)\Steam\steamapps\0milkmandan0\sourcesdk_conte nt\cstrike\mapsrc\tinybutcher4"

    Valve Software - vvis.exe (Aug 27 2013)
    8 threads
    reading c:\program files (x86)\steam\steamapps\0milkmandan0\sourcesdk_conte nt\cstrike\mapsrc\tinybutcher4.bsp
    reading c:\program files (x86)\steam\steamapps\0milkmandan0\sourcesdk_conte nt\cstrike\mapsrc\tinybutcher4.prt
    564 portalclusters
    1573 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 (3)
    Optimized: 214 visible clusters (0.22%)
    Total clusters visible: 97528
    Average clusters visible: 172
    Building PAS...
    Average clusters audible: 313
    visdatasize:56121 compressed from 81216
    writing c:\program files (x86)\steam\steamapps\0milkmandan0\sourcesdk_conte nt\cstrike\mapsrc\tinybutcher4.bsp
    3 seconds elapsed

    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vrad.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" "C:\Program Files (x86)\Steam\steamapps\0milkmandan0\sourcesdk_conte nt\cstrike\mapsrc\tinybutcher4"

    Valve Software - vrad.exe SSE (Sep 16 2013)

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

    Loading c:\program files (x86)\steam\steamapps\0milkmandan0\sourcesdk_conte nt\cstrike\mapsrc\tinybutcher4.bsp
    Setting up ray-trace acceleration structure... Done (0.85 seconds)
    9763 faces
    1891180 square feet [272329984.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    9763 patches before subdivision
    182391 patches after subdivision
    339 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (15)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (14)
    transfers 21270769, max 910
    transfer lists: 162.3 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #1 added RGB(192681, 100768, 105816)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(46730, 10023, 8463)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(25287, 1528, 1149)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(17018, 250, 126)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(12089, 48, 18)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(8685, 10, 2)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(6262, 2, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(4521, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(3265, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #10 added RGB(2358, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #11 added RGB(1704, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #12 added RGB(1231, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #13 added RGB(889, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #14 added RGB(642, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #15 added RGB(464, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #16 added RGB(335, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #17 added RGB(242, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #18 added RGB(175, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #19 added RGB(126, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #20 added RGB(91, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #21 added RGB(66, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #22 added RGB(48, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #23 added RGB(34, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #24 added RGB(25, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #25 added RGB(18, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #26 added RGB(13, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #27 added RGB(9, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #28 added RGB(7, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #29 added RGB(5, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #30 added RGB(4, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #31 added RGB(3, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #32 added RGB(2, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #33 added RGB(1, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #34 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0651 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (5)
    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 (5)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 137/1024 6576/49152 (13.4%)
    brushes 2812/8192 33744/98304 (34.3%)
    brushsides 19869/65536 158952/524288 (30.3%)
    planes 11060/65536 221200/1310720 (16.9%)
    vertexes 17715/65536 212580/786432 (27.0%)
    nodes 2528/65536 80896/2097152 ( 3.9%)
    texinfos 3402/12288 244944/884736 (27.7%)
    texdata 145/2048 4640/65536 ( 7.1%)
    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 9763/65536 546728/3670016 (14.9%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 7777/65536 435512/3670016 (11.9%)
    leaves 2666/65536 85312/2097152 ( 4.1%)
    leaffaces 11948/65536 23896/131072 (18.2%)
    leafbrushes 4308/65536 8616/131072 ( 6.6%)
    areas 12/256 96/2048 ( 4.7%)
    surfedges 78384/512000 313536/2048000 (15.3%)
    edges 50332/256000 201328/1024000 (19.7%)
    LDR worldlights 339/8192 29832/720896 ( 4.1%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 1070/32768 10700/327680 ( 3.3%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 21765/65536 43530/131072 (33.2%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 8650916/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 56121/16777216 ( 0.3%)
    entdata [variable] 206824/393216 (52.6%)
    LDR ambient table 2666/65536 10664/262144 ( 4.1%)
    HDR ambient table 2666/65536 10664/262144 ( 4.1%)
    LDR leaf ambient 7215/65536 202020/1835008 (11.0%)
    HDR leaf ambient 2666/65536 74648/1835008 ( 4.1%)
    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] 1/7732 ( 0.0%)
    pakfile [variable] 213573/0 ( 0.0%)
    physics [variable] 1069805/4194304 (25.5%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 27462
    Writing c:\program files (x86)\steam\steamapps\0milkmandan0\sourcesdk_conte nt\cstrike\mapsrc\tinybutcher4.bsp
    45 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\steamapps\0milkmandan0\sourcesdk_conte nt\cstrike\mapsrc\tinybutcher4.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\maps\tinybutcher4.bsp"


    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\hl2.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" +map "tinybutcher4" -steam

    If anyone has any ideas lemme hear em, im going nuts here. Also I have no idea what interlopers is, I did however try another compile with all props removed in hope that a rogue prop was the problem, but I got the same results. Can I use interlopers to find something that hammer itself is missing?

  7. Thanked by 1 user:
    Prez (4 Feb 2014)

  8. #7
    awesomebillfromdawsonvile is offline
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    wow, triple post like a dumbass, first time thats happend. my bad.

  9. #8
    Prez is offline
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    Interlopers - http://www.interlopers.net/errors/

    Has a program that lets you check the compile log for errors. WriteX posted the solution that interlopers suggested. Do you mind posting your vmf file if you can't get it to work?

  10. #9
    awesomebillfromdawsonvile is offline
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    Im just gonna give up and redo all the work I lost. It sucks, but this looks like just a corrupt map file. If you still wanna see the file for curiosity's sake ill post it here in a few days, but im pretty sure there is no work around for a corrupt file.

  11. #10
    Prez is offline
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    If you could post the vmf it would be cool. Shame though

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