map wont start


PanFrie
02-28-2006, 08:00 PM
grr, im having the first real troubles wiht my map now. i get this when i try to run it:



env_cubemap used on world geometry without rebuilding map. . ignoring: nature/sandfloor007b
env_cubemap used on world geometry without rebuilding map. . ignoring: nature/sandfloor007b
env_cubemap used on world geometry without rebuilding map. . ignoring: wood/woodfloor006b
env_cubemap used on world geometry without rebuilding map. . ignoring: wood/woodfloor006b
env_cubemap used on world geometry without rebuilding map. . ignoring: concrete/concretefloor005a
env_cubemap used on world geometry without rebuilding map. . ignoring: concrete/concretefloor005a
env_cubemap used on world geometry without rebuilding map. . ignoring: tile/tileroof004a
env_cubemap used on world geometry without rebuilding map. . ignoring: tile/tileroof004a
env_cubemap used on world geometry without rebuilding map. . ignoring: wood/woodstair02
env_cubemap used on world geometry without rebuilding map. . ignoring: wood/woodstair02
env_cubemap used on world geometry without rebuilding map. . ignoring: wood/woodfloor007a
env_cubemap used on world geometry without rebuilding map. . ignoring: wood/woodfloor007a
env_cubemap used on world geometry without rebuilding map. . ignoring: ground/cobble04
env_cubemap used on world geometry without rebuilding map. . ignoring: ground/cobble04
env_cubemap used on world geometry without rebuilding map. . ignoring: wood/woodfloor03
env_cubemap used on world geometry without rebuilding map. . ignoring: wood/woodfloor03
env_cubemap used on world geometry without rebuilding map. . ignoring: plaster/plasterwall046b
env_cubemap used on world geometry without rebuilding map. . ignoring: plaster/plasterwall046b
env_cubemap used on world geometry without rebuilding map. . ignoring: plaster/plasterwallpaper005a
env_cubemap used on world geometry without rebuilding map. . ignoring: plaster/plasterwallpaper005a
env_cubemap used on world geometry without rebuilding map. . ignoring: wood/woodstair002b
env_cubemap used on world geometry without rebuilding map. . ignoring: wood/woodstair002b
env_cubemap used on world geometry without rebuilding map. . ignoring: stone/stonewall017c
env_cubemap used on world geometry without rebuilding map. . ignoring: stone/stonewall017c
env_cubemap used on world geometry without rebuilding map. . ignoring: glass/combineglass001a
env_cubemap used on world geometry without rebuilding map. . ignoring: glass/combineglass001a
Begin loading faces (loads materials)
End loading faces (loads materials)
else
Host_EndGame: Map coordinate extents are too large!!
Check for errors!


and i know you guys are gonna ask for it:


materialPath: f:\common\steam\steamapps\panfrie@gblive.com\day of defeat source\dod\materials
Loading F:\common\steam\SteamApps\panfrie@gblive.com\sourc esdk_content\dod\mapsrc\dod_hectic.vmf
Brush 85822: no visible sides on brush
Brush 85822: no visible sides on brush
Brush 85822: no visible sides on brush
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1... 2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 4 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
NODRAW on terrain surface!
NODRAW on terrain surface!
done (0)
writing F:\common\steam\SteamApps\panfrie@gblive.com\sourc esdk_content\dod\mapsrc\dod_hectic.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...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (2) (2191507 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (1) (6704420 bytes)
Static prop models/props_urban/donner_wall_post.mdl outside the map (-16.00, 384.28, -3.72)
Error! prop_static using model "models/props_junk/Rock001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_junk/Rock001a.mdl"!
Error! To use model "models/props_combine/breenchair.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_combine/breenchair.mdl"!
Error! To use model "models/props_combine/breenclock.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_combine/breenclock.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1170 texinfos to 788
Reduced 88 texdatas to 78 (2086 bytes to 1708)
Writing F:\common\steam\SteamApps\panfrie@gblive.com\sourc esdk_content\dod\mapsrc\dod_hectic.bsp
17 seconds elapsed



1 threads
reading f:\common\steam\steamapps\panfrie@gblive.com\sourc esdk_content\dod\mapsrc\dod_hectic.bsp
reading f:\common\steam\steamapps\panfrie@gblive.com\sourc esdk_content\dod\mapsrc\dod_hectic.prt
1291 portalclusters
3935 numportals
0...1...2...3...4...5...6...7...8...9...10WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
Optimized: 110473 visible clusters (0.00%)
Total clusters visible: 839089
Average clusters visible: 649
Building PAS...
Average clusters audible: 1219
visdatasize:366837 compressed from 433776
writing f:\common\steam\steamapps\panfrie@gblive.com\sourc esdk_content\dod\mapsrc\dod_hectic.bsp
15 seconds elapsed



[Reading texlights from 'lights.rad']
[39 texlights parsed from 'lights.rad']

Loading f:\common\steam\steamapps\panfrie@gblive.com\sourc esdk_content\dod\mapsrc\dod_hectic.bsp
3516 faces
487859 square feet [70251704.00 square inches]
278 displacements
181370 square feet [26117374.00 square inches]
3516 patches before subdivision
zero area child patch
38949 patches after subdivision
28 direct lights
0...1...2...3...4...5...6...7...8...9...100...1... 2...3...4...5...6...7...8...9...10transfers 1572947, max 361
transfer lists: 12.0 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(89675, 83848, 59860)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(18495, 15559, 8283)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(5045, 3824, 1534)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(1462, 996, 302)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(446, 272, 63)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(139, 76, 14)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(44, 22, 3)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(14, 6, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(5, 2, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(2, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0574 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLig htFace Done
Ready to Finish
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
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 15/1024 720/49152 ( 1.5%)
brushes 798/8192 9576/98304 ( 9.7%)
brushsides 6470/65536 51760/524288 ( 9.9%)
planes 5000/65536 100000/1310720 ( 7.6%)
vertexes 7922/65536 95064/786432 (12.1%)
nodes 2788/65536 89216/2097152 ( 4.3%)
texinfos 788/12288 56736/884736 ( 6.4%)
texdata 78/2048 2496/65536 ( 3.8%)
dispinfos 278/0 48928/0 ( 0.0%)
disp_verts 18990/0 379800/0 ( 0.0%)
disp_tris 29536/0 59072/0 ( 0.0%)
disp_lmsamples 368268/0 368268/0 ( 0.0%)
faces 3516/65536 196896/3670016 ( 5.4%)
origfaces 1951/65536 109256/3670016 ( 3.0%)
leaves 2804/65536 89728/2097152 ( 4.3%)
leaffaces 3868/65536 7736/131072 ( 5.9%)
leafbrushes 2965/65536 5930/131072 ( 4.5%)
areas 2/256 16/2048 ( 0.8%)
surfedges 23703/512000 94812/2048000 ( 4.6%)
edges 13853/256000 55412/1024000 ( 5.4%)
LDR worldlights 28/8192 2464/720896 ( 0.3%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 279/32768 2790/327680 ( 0.9%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 4362/65536 8724/131072 ( 6.7%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 16/512 5632/180224 ( 3.1%)
LDR lightdata [variable] 1315900/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 366837/16777216 ( 2.2%)
entdata [variable] 49172/393216 (12.5%)
LDR leaf ambient 2804/65536 67296/1572864 ( 4.3%)
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] 1/613972 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/44910 ( 0.0%)
pakfile [variable] 16059/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 2191507/4194304 (52.2%)
==== Total Win32 BSP file data space used: 5847807 bytes ====

Linux Specific Data:
physicssurface [variable] 6704420/6291456 (106.6%) VERY FULL!
==== Total Linux BSP file data space used: 10360720 bytes ====

Total triangle count: 8931
Writing f:\common\steam\steamapps\panfrie@gblive.com\sourc esdk_content\dod\mapsrc\dod_hectic.bsp
6 minutes, 10 seconds elapsed


could it be those models causing the problem?

otF yetihw
02-28-2006, 09:16 PM
No, I'm 99.99% sure that this is causing the problem:

WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster

This is a very nasty error and is one reason I had to rebuild my map from scratch :D

I think the problem is caused by some (sorry) bad brushwork somewhere in your map, most likely where you have used the carve tool on a large brush?

One way to sort this out is to turn problem brushes (that don't block VIS) into func_details.

I believe the problem is also related to this:

Brush 85822: no visible sides on brush
Brush 85822: no visible sides on brush
Brush 85822: no visible sides on brush

and has something to do with a brush that is outside of Hammer's grid.

Use the brush number to find it and either resize or remake it.

As for the rest:

Static prop models/props_urban/donner_wall_post.mdl outside the map (-16.00, 384.28, -3.72)

Find that using the coordinates provided and, well, obvious really, move it inside the map.

Error! prop_static using model "models/props_junk/Rock001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_junk/Rock001a.mdl"!

Need to be prop_physics_multiplayer

Error! To use model "models/props_combine/breenchair.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_combine/breenchair.mdl"!
Error! To use model "models/props_combine/breenclock.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_combine/breenclock.mdl"!

??Not sure about these!?

*By the way, incase you don't know you can go to coordinates or a brush number through the View menu. View -> Go to coordinates and View -> Go to brush number

Sly Assassin
02-28-2006, 11:10 PM
NODRAW on terrain surface!
NODRAW on terrain surface!

You've got nodraw on a displacement and need to remove it, pretty obvious.

WARNING: Cluster portals saw into cluster

Its not a 'bad game crashing' error, but it affects vis and can cause werid looking brushs, look for overlapping brushes or if you've got a brush sticking into a displacement then make it a func_detail

Error! To use model "models/props_combine/breenchair.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_combine/breenchair.mdl"!
Error! To use model "models/props_combine/breenclock.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_combine/breenclock.mdl"!

These need to be prop_physics_multiplayer, as thats how they're compiled.

Brush 85822: no visible sides on brush

Not exactly sure, but try adding a texture to the brush, its proberly a func_detail or something similar.

env_cubemap used on world geometry without rebuilding map. . ignoring: nature/sandfloor007b

I'm not sure on this one, but I don't think generally speaking you need a cubemap for normal ground textures, just stuff thats going to reflect stuff.

Also are you getting any errors when the map crashes in a box at all?

moroes
03-01-2006, 04:53 AM
You can come here, copy your Log into the case and press on "vérifier". IOt's in french, if you understand french It's so easy to see the errors...

Error log (http://nyko18.free.fr/Hammer/?p=HLErr)

PanFrie
03-01-2006, 08:26 AM
wow, sweet, good thing i goto a french school :-D

thannks guys, i didnt even notice that

Brush 85822: no visible sides on brush

line through everything else.


edit:
just searched for brush 85822 and it said it didnt exist, and when i loaded the map it said it didnt load 1 brush due to errors...

and i know everyones gonna hate me for this... but i love that site layout :-P

and it works again

otF yetihw
03-01-2006, 09:20 AM
You still need to try and sort out these errors

WARNING: Cluster portals saw into cluster

because they add a huge amount of time to the compile time

PanFrie
03-01-2006, 09:44 AM
is there any good way to start for that?

[oap]Agent_S
03-01-2006, 10:36 AM
Originally posted by Sly Assassin

Brush 85822: no visible sides on brush

Not exactly sure, but try adding a texture to the brush, its proberly a func_detail or something similar.



I believe this is actually caused by a "micro" brush, look at complicated areas where youve been clipping etc, if a brush is too small it gets classed as a micro brush and causes this error.

Alot of errors there to work throught, most of them you should have picked up on as you were going and sorted them out, leaving it this long has given you a whole world of things to sort out!

otF yetihw
03-01-2006, 12:22 PM
That error was related to a brush that Hammer considered to be off its grid but it was removed when the map was reloaded by the looks of things.

As for removing those errors, try compiling with cordon bounds. Read up on this its quite useful, basically allows you to compile small areas of the map without hassle and you can trial and error to find errors.

Also just running through the map and making anything that isn't blocking VIS into a func_detail, as this removes the cluster portals error and improves compile times. So things like paths, steps, small brushes around windows and doors etc.. Read zombies optimising tutorial for more info.

PanFrie
03-01-2006, 12:29 PM
thanks for the help everyone, il try what you suggested otf, thanks again

kimball
03-01-2006, 02:54 PM
you can use bable fish to do a pretty good translation of that error correction site as well:

http://babelfish.altavista.com/babelfish/trurl_pagecontent?lp=fr_en&trurl=http%3a%2f%2fnyko18.free.fr%2fHammer%2f%3fp% 3dHLErr

otF yetihw
03-01-2006, 06:12 PM
Hmm not working for me doing it that way, getting a rather amusing 404 error though

No page answering in the name of 404 was found on the waiter...

ehehehehehe

Anyway, interlopers.net seems to be back up and there is a spiffing English error checker here:

http://www.interlopers.net/errors/

:D

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