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need help bad

My map which was working fine moment ago now will not run. When I try to load it (by opening portal and using the console, not through hammer) I get the error hl2.exe has stopped working.

Here is my compile log

** Executing...
** Command: "c:program filessteamsteamappsdis3321sourcesdkbinorangeboxbinvbsp.exe"
** Parameters: -game "c:program filessteamsteamappsdis3321portalportal" "C:UsersDISDesktopStuffbackupSidewindervrs1_3"

Valve Software - vbsp.exe (Sep 21 2007)
2 threads
materialPath: c:program filessteamsteamappsdis3321portalportalmaterials
Loading C:UsersDISDesktopStuffbackupSidewindervrs1_3.vmf
"materials/glass/glasswindow_refract01.vtf": cached version doesn't exist
Patching WVT material: maps/sidewindervrs1_3/nature/blendgrassgravel002a_wvt_patch
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 82 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:UsersDISDesktopStuffbackupSidewindervrs1_3.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_wasteland02*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_wasteland02*.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) (153493 bytes)
Error loading studio model ""!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 1329 texinfos to 463
Reduced 141 texdatas to 98 (6325 bytes to 4492)
Writing C:UsersDISDesktopStuffbackupSidewindervrs1_3.bsp
2 seconds elapsed

** Executing...
** Command: "c:program filessteamsteamappsdis3321sourcesdkbinorangeboxbinvvis.exe"
** Parameters: -game "c:program filessteamsteamappsdis3321portalportal" "C:UsersDISDesktopStuffbackupSidewindervrs1_3"

Valve Software - vvis.exe (Nov 8 2007)
2 threads
reading c:usersdisdesktopstuffbackupSidewindervrs1_3.bsp
reading c:usersdisdesktopstuffbackupSidewindervrs1_3.prt
110 portalclusters
218 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 (0)
Optimized: 13 visible clusters (0.00%)
Total clusters visible: 4313
Average clusters visible: 39
Building PAS...
Average clusters audible: 86
visdatasize:3953 compressed from 3520
writing c:usersdisdesktopstuffbackupSidewindervrs1_3.bsp
0 seconds elapsed

** Executing...
** Command: "c:program filessteamsteamappsdis3321sourcesdkbinorangeboxbinvrad.exe"
** Parameters: -both -game "c:program filessteamsteamappsdis3321portalportal" "C:UsersDISDesktopStuffbackupSidewindervrs1_3"

Valve Software - vrad.exe SSE (Nov 8 2007)

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

Loading c:usersdisdesktopstuffbackupSidewindervrs1_3.bsp
Setting up ray-trace acceleration structure... Done (0.55 seconds)
1123 faces
224578 square feet [32339372.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1123 patches before subdivision
19089 patches after subdivision
52 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (2)
transfers 1482227, max 322
transfer lists: 11.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(67577, 27506, 24575)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(15594, 6057, 5489)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(3923, 1475, 1315)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(1025, 383, 333)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(273, 101, 85)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(74, 27, 22)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(20, 7, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(6, 2, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(2, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0107 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
FinalLightFace Done
0 of 14 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (2)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 85/1024 4080/49152 ( 8.3%)
brushes 425/8192 5100/98304 ( 5.2%)
brushsides 2892/65536 23136/524288 ( 4.4%)
planes 2546/65536 50920/1310720 ( 3.9%)
vertexes 2660/65536 31920/786432 ( 4.1%)
nodes 1027/65536 32864/2097152 ( 1.6%)
texinfos 463/12288 33336/884736 ( 3.8%)
texdata 98/2048 3136/65536 ( 4.8%)
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 1123/65536 62888/3670016 ( 1.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 847/65536 47432/3670016 ( 1.3%)
leaves 1113/65536 35616/2097152 ( 1.7%)
leaffaces 1342/65536 2684/131072 ( 2.0%)
leafbrushes 648/65536 1296/131072 ( 1.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 8717/512000 34868/2048000 ( 1.7%)
edges 5369/256000 21476/1024000 ( 2.1%)
LDR worldlights 52/8192 4576/720896 ( 0.6%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 105/32768 1050/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1743/65536 3486/131072 ( 2.7%)
cubemapsamples 10/1024 160/16384 ( 1.0%)
overlays 51/512 17952/180224 (10.0%)
LDR lightdata [variable] 1177776/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 3953/16777216 ( 0.0%)
entdata [variable] 62293/393216 (15.8%)
LDR ambient table 1113/65536 4452/262144 ( 1.7%)
HDR ambient table 1113/65536 4452/262144 ( 1.7%)
LDR leaf ambient 2982/65536 83496/1835008 ( 4.6%)
HDR leaf ambient 1113/65536 31164/1835008 ( 1.7%)
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] 1/6728 ( 0.0%)
pakfile [variable] 984819/0 ( 0.0%)
physics [variable] 153493/4194304 ( 3.7%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 3087
Writing c:usersdisdesktopstuffbackupSidewindervrs1_3.bsp
11 seconds elapsed
Valve Software - vrad.exe SSE (Nov 8 2007)

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

Loading c:usersdisdesktopstuffbackupSidewindervrs1_3.bsp
Setting up ray-trace acceleration structure... Done (0.55 seconds)
1123 faces
224578 square feet [32339372.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1123 patches before subdivision
19089 patches after subdivision
52 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (2)
transfers 1482227, max 322
transfer lists: 11.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(68453, 29042, 24834)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(15658, 6307, 5520)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(3897, 1515, 1317)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(1009, 389, 333)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(267, 102, 85)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(72, 27, 22)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(20, 7, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(5, 2, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(2, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0114 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
FinalLightFace Done
4 of 14 (28% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (2)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 85/1024 4080/49152 ( 8.3%)
brushes 425/8192 5100/98304 ( 5.2%)
brushsides 2892/65536 23136/524288 ( 4.4%)
planes 2546/65536 50920/1310720 ( 3.9%)
vertexes 2660/65536 31920/786432 ( 4.1%)
nodes 1027/65536 32864/2097152 ( 1.6%)
texinfos 463/12288 33336/884736 ( 3.8%)
texdata 98/2048 3136/65536 ( 4.8%)
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 1123/65536 62888/3670016 ( 1.7%)
hdr faces 1123/65536 62888/3670016 ( 1.7%)
origfaces 847/65536 47432/3670016 ( 1.3%)
leaves 1113/65536 35616/2097152 ( 1.7%)
leaffaces 1342/65536 2684/131072 ( 2.0%)
leafbrushes 648/65536 1296/131072 ( 1.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 8717/512000 34868/2048000 ( 1.7%)
edges 5369/256000 21476/1024000 ( 2.1%)
LDR worldlights 52/8192 4576/720896 ( 0.6%)
HDR worldlights 52/8192 4576/720896 ( 0.6%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 105/32768 1050/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1743/65536 3486/131072 ( 2.7%)
cubemapsamples 10/1024 160/16384 ( 1.0%)
overlays 51/512 17952/180224 (10.0%)
LDR lightdata [variable] 1177776/0 ( 0.0%)
HDR lightdata [variable] 1177776/0 ( 0.0%)
visdata [variable] 3953/16777216 ( 0.0%)
entdata [variable] 62293/393216 (15.8%)
LDR ambient table 1113/65536 4452/262144 ( 1.7%)
HDR ambient table 1113/65536 4452/262144 ( 1.7%)
LDR leaf ambient 2982/65536 83496/1835008 ( 4.6%)
HDR leaf ambient 3000/65536 84000/1835008 ( 4.6%)
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] 1/6728 ( 0.0%)
pakfile [variable] 984819/0 ( 0.0%)
physics [variable] 153493/4194304 ( 3.7%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 3087
Writing c:usersdisdesktopstuffbackupSidewindervrs1_3.bsp
11 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:UsersDISDesktopStuffbackupSidewindervrs1_3.bsp" "c:program filessteamsteamappsdis3321portalportalmapsSidewindervrs1_3.bsp"

This is driving me nuts so if you could help I would really appreciate it.

Error loading studio model ""! Now that is pretty bad.

Currently working on Darksiders 3.

I read on another site that the error message you pointed out simply means a model set to the wrong prop type and isn't game breaking.

Unless they were wrong and you want to explain to me what the error really is my priority is fixing the problem that is causing the map to crash

Well looking at what you have here is bad, why? Can you tell why?

?
?

Well there is no prop specified, nor a model, and if it doesnt have one then something is pretty wrong. I also have a feeling its the grass material within your map, Wtf does Portal need grass for anyways.

Currently working on Darksiders 3.

The grass has been in the map for a long time that can't be the problem. I'm sorry if I don't want to re-hash what Valve did exactly.

If you aren't going to be rude instead of helping get out of the thread.

I had this error before and it was fixed by restarting my computer, though I'd assume you've of done that before posting.

Yes I tried reseting already, didn't work. Thanks though.

There are a ton of things that you can do wrong in Hammer that won't generate an error until you try to load it in Portal, where it locks up with no error message other than the game crashing.

Have you added anything out of the ordinary to your map?

All right I got it to work, it seemed to be related to overlays that got messed up after I changed the surface they were on to func_detail

Thanks for your help.