"Loading Resources" crash

Discussion in 'Mapping' started by bokan, Jan 1, 2009.

  1. bokan

    bokan Member

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    I made a map today that always crashes empires (it just quits, no error report or anything) 4 or 5 bars into "loading resources" when I try to run it. The map isn't very complicated; it's pretty much just some dispgen displacements, a bit of water, and a skybox. This is on vista x64 with 3 gb RAM.

    Things compile quickly and without a hitch... the whole thing is simple and clean, nothing touching the edges of the grid, no errors... here's the compile log:
    "
    ** Executing...
    ** Command: "d:\program files\steam\steamapps\bokanovskyprocess\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "d:\program files\steam\steamapps\SourceMods\Empires" "C:\Users\xxx\Desktop\calderanew123"

    Valve Software - vbsp.exe (Mar 11 2008)
    2 threads
    materialPath: d:\program files\steam\steamapps\SourceMods\Empires\materials
    Loading C:\Users\xxx\Desktop\calderanew123.vmf
    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)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Users\xxx\Desktop\calderanew123.prt...Building visibility clusters...
    done (0)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
    skybox/sky_day02_03*.vmt
    ! Run buildcubemaps in the engine to get the correct cube maps.
    Creating default HDR cubemaps for env_cubemap using skybox materials:
    skybox/sky_day02_03*.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) (5329 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9.Material LOSTCOAST/NATURE/BLENDROCKGRAVEL002A uses unknown detail object type lostcoast_grass!
    Material LOSTCOAST/NATURE/BLENDROCKGRAVEL002A uses unknown detail object type lostcoast_grass!
    Material LOSTCOAST/NATURE/BLENDROCKGRAVEL002A uses unknown detail object type lostcoast_grass!
    Material LOSTCOAST/NATURE/BLENDROCKGRAVEL002A uses unknown detail object type lostcoast_grass!
    Material LOSTCOAST/NATURE/BLENDROCKGRAVEL002A uses unknown detail
    object type lostcoast_grass!
    Material LOSTCOAST/NATURE/BLENDROCKGRAVEL002A uses unknown detail object type lostcoast_grass!
    .Material LOSTCOAST/NATURE/BLENDROCKGRAVEL002A uses unknown detail object type lostcoast_grass!
    Material LOSTCOAST/NATURE/BLENDROCKGRAVEL002A uses unknown detail object type lostcoast_grass!
    object type lostcoast_grass!
    10
    Water found with no water_lod_control entity, creating a default one.
    Compacting texture/material tables...
    Reduced 16 texinfos to 6
    Reduced 8 texdatas to 6 (241 bytes to 173)
    Writing C:\Users\xxx\Desktop\calderanew123.bsp
    7 seconds elapsed

    ** Executing...
    ** Command: "d:\program files\steam\steamapps\bokanovskyprocess\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "d:\program files\steam\steamapps\SourceMods\Empires" "C:\Users\xxx\Desktop\calderanew123"

    Valve Software - vvis.exe (Mar 11 2008)
    2 threads
    reading c:\users\xxx\desktop\calderanew123.bsp
    reading c:\users\xxx\desktop\calderanew123.prt
    499 portalclusters
    1195 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 (23)
    Optimized: 0 visible clusters (0.00%)
    Total clusters visible: 249001
    Average clusters visible: 499
    Building PAS...
    Average clusters audible: 499
    visdatasize:66870 compressed from 63872
    writing c:\users\xxx\desktop\calderanew123.bsp
    23 seconds elapsed

    ** Executing...
    ** Command: "d:\program files\steam\steamapps\bokanovskyprocess\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters: -game "d:\program files\steam\steamapps\SourceMods\Empires" "C:\Users\xxx\Desktop\calderanew123"

    Valve Software - vrad.exe SSE (Mar 11 2008)

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

    Loading c:\users\xxx\desktop\calderanew123.bsp
    Setting up ray-trace acceleration structure... Done (1.41 seconds)
    1133 faces
    8156982 square feet [1174605440.00 square inches]
    64 Displacements
    1983513 Square Feet [285625952.00 Square Inches]
    1133 patches before subdivision
    115979 patches after subdivision
    0 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (19)
    transfers 3137198, max 366
    transfer lists: 23.9 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.1038 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (37)
    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 (9)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 2/1024 96/49152 ( 0.2%)
    brushes 13/8192 156/98304 ( 0.2%)
    brushsides 78/65536 624/524288 ( 0.1%)
    planes 186/65536 3720/1310720 ( 0.3%)
    vertexes 1006/65536 12072/786432 ( 1.5%)
    nodes 1177/65536 37664/2097152 ( 1.8%)
    texinfos 6/12288 432/884736 ( 0.0%)
    texdata 6/2048 192/65536 ( 0.3%)
    dispinfos 64/0 11264/0 ( 0.0%)
    disp_verts 18496/0 369920/0 ( 0.0%)
    disp_tris 32768/0 65536/0 ( 0.0%)
    disp_lmsamples 4574080/0 4574080/0 ( 0.0%)
    faces 1133/65536 63448/3670016 ( 1.7%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 80/65536 4480/3670016 ( 0.1%)
    leaves 1180/65536 37760/2097152 ( 1.8%)
    leaffaces 1097/65536 2194/131072 ( 1.7%)
    leafbrushes 1280/65536 2560/131072 ( 2.0%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 4904/512000 19616/2048000 ( 1.0%)
    edges 2605/256000 10420/1024000 ( 1.0%)
    LDR worldlights 0/8192 0/720896 ( 0.0%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 1/32768 12/393216 ( 0.0%)
    waterstrips 0/32768 0/327680 ( 0.0%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 0/65536 0/131072 ( 0.0%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 16257280/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 66870/16777216 ( 0.4%)
    entdata [variable] 2553/393216 ( 0.6%)
    LDR ambient table 1180/65536 4720/262144 ( 1.8%)
    HDR ambient table 1180/65536 4720/262144 ( 1.8%)
    LDR leaf ambient 505/65536 14140/1835008 ( 0.8%)
    HDR leaf ambient 1180/65536 33040/1835008 ( 1.8%)
    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] 1/12 ( 8.3%)
    pakfile [variable] 87072/0 ( 0.0%)
    physics [variable] 5329/4194304 ( 0.1%)
    physics terrain [variable] 84266/1048576 ( 8.0%)

    Level flags = 0

    Total triangle count: 2318
    Writing c:\users\xxx\desktop\calderanew123.bsp
    1 minute, 7 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Users\xxx\Desktop\calderanew123.bsp" "d:\program files\steam\steamapps\SourceMods\Empires\maps\calderanew123.bsp"


    ** Executing...
    ** Command: "d:\program files\steam\steam.exe"
    ** Parameters: -game "d:\program files\steam\steamapps\SourceMods\Empires" +map "calderanew123"

    "
     
    Last edited: Jan 1, 2009
  2. Solokiller

    Solokiller Member

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    Make sure emp_info_params and emp_info_map_overview is in your map.
     
  3. bokan

    bokan Member

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    Thanks, I had forgotten to put those in... unfortunately, the thing still crashes. I didn't actually make a new minimap and res file (just renamed the bsp to an existing map to test); could this be a problem?
     
  4. Solokiller

    Solokiller Member

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    It shouldn't, but i suggest using a new name and copying the files needed (minimap vmt and vtf, resource file that points to the files).
     
  5. MOOtant

    MOOtant Member

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    Send me the map so I can check what crashes the game. Make a rar with password, upload it to some upload site like rapidshare and give me url and pw by PM.
     
  6. bokan

    bokan Member

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    its crashing on something to do with shaders.... I tried changing everything to orange texture, no dice... this could be a problem with displacements apparently, but they are just from dispgen, not too many polys or anything...
     
    Last edited: Jan 2, 2009
  7. MOOtant

    MOOtant Member

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    I get a crash in vphysics.dll. I have no idea what does this. Make everything that a correct map should have and send it again (minimap, .txt file).
     

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