Errors at map execution


yucouncoun
05-17-2007, 03:33 AM
When I run my map I receive those errors.

Some time HL2 shutdown can these error do the shutdown

SOLID_VPHYSICS static prop with no vphysics model! (models/props_doors/arch128x32.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_doors/arch96x32.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_doors/arch96x32.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_doors/arch96x32.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_doors/arch96x32.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_doors/arch96x32.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_doors/arch96x32.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_doors/arch96x32.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_doors/arch96x32.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_doors/arch96x32.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_doors/arch96x32.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_windows/inset_windowframe_storefront1.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_windows/inset_windowframe_storefront1.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_windows/inset_windowframe_storefront1.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_windows/inset_windowframe_storefront1.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/vine_wall2.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_doors/arch96x32.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_debris/floor_rubble3.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_debris/floor_rubble2.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_debris/floor_rubble1.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_debris/floor_rubble1.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_debris/floor_rubble2.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_debris/floor_rubble3.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_debris/floor_rubble1.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_debris/floor_rubble1.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_debris/floor_rubble1.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_debris/floor_rubble1.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_debris/floor_rubble1.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_debris/floor_rubble1.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_debris/floor_rubble1.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/shrub_small.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/shrub_small.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/shrub_small.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_windows/inset_windowframe_large3.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_windows/inset_windowframe_large3.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/shrub_small.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/shrub_small.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/shrub_small.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/shrub_small.mdl)


Precache of sprites/light_glow02_add_noz ambigious (no extension specified)
Precache of sprites/light_glow02_add_noz ambigious (no extension specified)


Warning: using WorldTwoTextureBlend on a non-displacement surface.
Support for this will go away soon.
- Material : nature/blenddirtgrass008b_lowfriction
- Surface center : -400 314 399
Warning: using WorldTwoTextureBlend on a non-displacement surface (material: nature/blenddirtgrass008b_lowfriction). Support for this will go away soon.
Warning: using WorldTwoTextureBlend on a non-displacement surface.
Support for this will go away soon.
- Material : ground/flash_ground_blend
- Surface center : -3304 -3811 247
Warning: using WorldTwoTextureBlend on a non-displacement surface.
Support for this will go away soon.
- Material : stone/blendcobbledirt001a_argentan
- Surface center : -3138 -1843 158
Warning: using WorldTwoTextureBlend on a non-displacement surface.
Support for this will go away soon.
- Material : maps/dod_kelly_heroes/stone/blendcobbledirt002a_-1007_-55_546
- Surface center : -1048 -2418 216
Warning: using WorldTwoTextureBlend on a non-displacement surface.
Support for this will go away soon.
- Material : maps/dod_kelly_heroes/stone/blendcobbledirt002a_-1204_-17_573
- Surface center : -1120 -2211 196
Detail prop model models/props_urban/phonepole_bracket1.mdl is using vertex-lit materials!
It must use unlit materials!
Detail prop model models/props_doors/entarch2.mdl is using vertex-lit materials!
It must use unlit materials!

[AoS]Albatros
05-17-2007, 03:37 AM
Do you have any fires in your map?

If so, is the "visible from above" entry checked in some of them?

They could cause the shutdown.

Apart from that try to get rid of blend textures on non displacements, and to eliminate the no-vphysics-model error, simply select the concerned models and choose "not solid" from the physics dropdown menu.

Cheers.

Dradz
05-17-2007, 07:06 AM
Those errors should not cause the map to crash, though, right?

You may want to post your compile log for us to review.

Does the map crash immediately or after playing the game for a while?

If you can have a friend test the map on their computer, that might also give you some more clues.

Furyo
05-17-2007, 08:11 AM
Precache of sprites/light_glow02_add_noz ambigious (no extension specified)
Precache of sprites/light_glow02_add_noz ambigious (no extension specified)


Search for the env_glow or env_sprites using this texture and add ".vmt" at the end of the line.

yucouncoun
05-17-2007, 08:46 AM
Here is my compilation log

I removed fire and smoke and it's the same

This seams it appears when player are in some place of the map and look to a specific dirrection. I tryed o use mat_wireframe to find what is craching HL2 but no result

For the compilation errors I think there is nothing realy specific, I knon about Nodraw on terrain surface are comming from (the map is not ended)

I think the game is craching when fps are verry slow (les than 10) at the begining of spaw with old movie view for exemple





** Executing...
** Command: "c:\program files\steam\steamapps\myname\sourcesdk\bin\vbsp.ex e"
** Parameters: -glview -game "c:\program files\steam\steamapps\myname\day of defeat source\dod" "c:\program files\steam\steamapps\myname\sourcesdk_content\dod \mapsrc\dod_testmap"

Valve Software - vbsp.exe (Aug 4 2006)
2 threads
materialPath: c:\program files\steam\steamapps\myname\day of defeat source\dod\materials
Loading c:\program files\steam\steamapps\myname\sourcesdk_content\dod \mapsrc\dod_testmap.vmf
Can't find surfaceprop wet for material STONE/BLENDCOBBLEDIRT002A, using default
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...done (0)
Building Faces...done (0)
Writing c:\program files\steam\steamapps\myname\sourcesdk_content\dod \mapsrc\dod_testmap.gl
10058 c_glfaces
Chop Details...done (0)
Find Visible Detail Sides...
Merged 406 detail faces...done (0)
Merging details...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
done (0)
writing c:\program files\steam\steamapps\myname\sourcesdk_content\dod \mapsrc\dod_testmap.prt...done (1)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day02_10*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day02_10rt"
Can't load skybox file skybox/sky_day02_10 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 (0) (776674 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 5405 texinfos to 2993
Reduced 282 texdatas to 243 (10572 bytes to 9253)
Writing c:\program files\steam\steamapps\myname\sourcesdk_content\dod \mapsrc\dod_testmap.bsp
18 seconds elapsed
-0.923360 1.065446 0.000000
-0.923360 -1.064091 0.000000
-0.923360 0.863873 0.000000
-1.142563 1.065446 0.000000
make_triangles:calc_triangle_representation: Cannot convert
-0.923360 1.065446 0.000000
-0.923360 -1.064091 0.000000
-0.923360 0.863873 0.000000
-1.142563 1.065446 0.000000
make_triangles:calc_triangle_representation: Cannot convert

** Executing...
** Command: "c:\program files\steam\steamapps\myname\sourcesdk\bin\vvis.ex e"
** Parameters: -fast -game "c:\program files\steam\steamapps\myname\day of defeat source\dod" "c:\program files\steam\steamapps\myname\sourcesdk_content\dod \mapsrc\dod_testmap"

Valve Software - vvis.exe (May 22 2006)
fastvis = true
2 threads
reading c:\program files\steam\steamapps\myname\sourcesdk_content\dod \mapsrc\dod_testmap.bsp
reading c:\program files\steam\steamapps\myname\sourcesdk_content\dod \mapsrc\dod_testmap.prt
2493 portalclusters
8358 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (13)
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
Optimized: 228641 visible clusters (0.00%)
Total clusters visible: 5505977
Average clusters visible: 2208
Building PAS...
Average clusters audible: 2488
visdatasize:1553439 compressed from 1555632
writing c:\program files\steam\steamapps\myname\sourcesdk_content\dod \mapsrc\dod_testmap.bsp
14 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\myname\sourcesdk\bin\vrad.ex e"
** Parameters: -bounce 2 -noextra -game "c:\program files\steam\steamapps\myname\day of defeat source\dod" "c:\program files\steam\steamapps\myname\sourcesdk_content\dod \mapsrc\dod_testmap"

Valve Software - vrad.exe SSE (May 22 2006)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[40 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\myname\sourcesdk_content\dod \mapsrc\dod_testmap.bsp
10427 faces
11 degenerate faces
1368785 square feet [197105088.00 square inches]
79 displacements
42101 square feet [6062630.00 square inches]
10416 patches before subdivision
73606 patches after subdivision
light has _fifty_percent_distance of 308.000000 but no zero_percent_distance
31 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (124)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (327)
transfers 7534391, max 1758
transfer lists: 57.5 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(491785, 385417, 212147)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(99995, 65281, 28266)
Build Patch/Sample Hash Table(s).....Done<0.0575 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
FinalLightFace Done
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
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 127/1024 6096/49152 (12.4%)
brushes 2158/8192 25896/98304 (26.3%)
brushsides 15564/65536 124512/524288 (23.7%)
planes 12006/65536 240120/1310720 (18.3%)
vertexes 22772/65536 273264/786432 (34.7%)
nodes 5605/65536 179360/2097152 ( 8.6%)
texinfos 2993/12288 215496/884736 (24.4%)
texdata 243/2048 7776/65536 (11.9%)
dispinfos 79/0 13904/0 ( 0.0%)
disp_verts 14991/0 299820/0 ( 0.0%)
disp_tris 26048/0 52096/0 ( 0.0%)
disp_lmsamples 91959/0 91959/0 ( 0.0%)
faces 10427/65536 583912/3670016 (15.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 7095/65536 397320/3670016 (10.8%)
leaves 5733/65536 183456/2097152 ( 8.7%)
leaffaces 12922/65536 25844/131072 (19.7%)
leafbrushes 4514/65536 9028/131072 ( 6.9%)
areas 4/256 32/2048 ( 1.6%)
surfedges 80143/512000 320572/2048000 (15.7%)
edges 48284/256000 193136/1024000 (18.9%)
LDR worldlights 31/8192 2728/720896 ( 0.4%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 1175/32768 11750/327680 ( 3.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 22818/65536 45636/131072 (34.8%)
cubemapsamples 35/1024 560/16384 ( 3.4%)
overlays 91/512 32032/180224 (17.8%)
LDR lightdata [variable] 3316904/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 1553439/16777216 ( 9.3%)
entdata [variable] 330956/393216 (84.2%) VERY FULL!
LDR leaf ambient 5733/65536 137592/1572864 ( 8.7%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
occluders 32/0 1280/0 ( 0.0%)
occluder polygons 194/0 2328/0 ( 0.0%)
occluder vert ind 836/0 3344/0 ( 0.0%)
detail props [variable] 1/12120 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/68224 ( 0.0%)
pakfile [variable] 413117/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 776674/4194304 (18.5%)
==== Total Win32 BSP file data space used: 9871943 bytes ====

Total triangle count: 30882
Writing c:\program files\steam\steamapps\myname\sourcesdk_content\dod \mapsrc\dod_testmap.bsp
7 minutes, 39 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "c:\program files\steam\steamapps\myname\sourcesdk_content\dod \mapsrc\dod_testmap.bsp" "c:\program files\steam\steamapps\myname\day of defeat source\dod\maps\dod_testmap.bsp"

Furyo
05-17-2007, 09:37 AM
Optimize the map. 10 FPS, even on fast vvis is very poor. Once you get acceptable framerates, I wouldn't be surprised if the map stopped crashing.

And fix those nodrawed displacements right now. The sooner you do it the better off you'll be in the end.

yucouncoun
05-17-2007, 09:44 AM
Thanks

Dradz
05-17-2007, 09:56 AM
ya, I don't see anything that is a showstopper -- your map is about twice the size of rouen (if I compare sq footage), so may need to wall off sections to get your fps up and tweak model fade distances.
Looks like you are getting full on entities, maybe your system just can't handle all the data -- what are the specs of your computer?

Also, I see this feature (which does not show up in my compile log -- but I am not using HDR), could this be a factor?
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)

yucouncoun
05-17-2007, 10:19 AM
I'm Using P5LD with intel dual core 1.8G with 2GB RAM and Gforce 7600

I stil have to finish the map and I using a big free space map to build the map tha's why of sq footer

Day of Defeat Forum Archive created by Neil Jedrzejewski.

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