.NAV Generation Messing Up

.NAVs created from my custom maps crash the game.

By Chucklehofft 11 months ago

Alright, so I'm a beginner to the mapping scene, and I'm gotten so far as to create a simple, one room map with eight spawns and a single light. When I run this map with no bots active, I can play it just fine. However, once I add some, the .NAV generation screen flashes for a split second before loading another map (which I assume is because it's an incredibly simple map). When I go back to play it though, It will work up until a couple seconds after the freeze timer is over before crashing. The bots act like normal as far as I can tell.

Here is my compiler log:

** Executing...
** Command: "c:\program files\steam\steamapps\chucklehofft\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\chucklehofft\counter-strike source\cstrike" "C:\Program Files\Steam\steamapps\chucklehofft\sourcesdk_content\cstrike\mapsrc\navtest.vmf"

Valve Software - vbsp.exe (Apr 26 2012) 2 threads materialPath: c:\program files\steam\steamapps\chucklehofft\counter-strike source\cstrike\materials Loading C:\Program Files\Steam\steamapps\chucklehofft\sourcesdkcontent\cstrike\mapsrc\navtest.vmf Could not locate 'GameData' key in c:\program files\steam\steamapps\chucklehofft\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) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Program Files\Steam\steamapps\chucklehofft\sourcesdkcontent\cstrike\mapsrc\navtest.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/skyday01_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 (0) (2739 bytes) Error! propstatic using model "models/propsc17/lampstandardoff01.mdl", which must be used on a dynamic entity (i.e. propphysics). Deleted. Error loading studio model "models/propsc17/lampstandardoff01.mdl"! Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 10 texinfos to 5 Reduced 4 texdatas to 4 (97 bytes to 97) Writing C:\Program Files\Steam\steamapps\chucklehofft\sourcesdk_content\cstrike\mapsrc\navtest.bsp 0 seconds elapsed

** Executing... ** Command: "c:\program files\steam\steamapps\chucklehofft\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "c:\program files\steam\steamapps\chucklehofft\counter-strike source\cstrike" "C:\Program Files\Steam\steamapps\chucklehofft\sourcesdk_content\cstrike\mapsrc\navtest"

Valve Software - vvis.exe (Apr 26 2012) 2 threads reading c:\program files\steam\steamapps\chucklehofft\sourcesdkcontent\cstrike\mapsrc\navtest.bsp reading c:\program files\steam\steamapps\chucklehofft\sourcesdkcontent\cstrike\mapsrc\navtest.prt 4 portalclusters 4 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: 0 visible clusters (0.00%) Total clusters visible: 16 Average clusters visible: 4 Building PAS... Average clusters audible: 4 visdatasize:44 compressed from 64 writing c:\program files\steam\steamapps\chucklehofft\sourcesdk_content\cstrike\mapsrc\navtest.bsp 0 seconds elapsed

** Executing... ** Command: "c:\program files\steam\steamapps\chucklehofft\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -game "c:\program files\steam\steamapps\chucklehofft\counter-strike source\cstrike" "C:\Program Files\Steam\steamapps\chucklehofft\sourcesdk_content\cstrike\mapsrc\navtest"

Valve Software - vrad.exe SSE (Apr 26 2012)

  Valve Radiosity Simulator     

2 threads [Reading texlights from 'lights.rad'] [1 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\chucklehofft\sourcesdk_content\cstrike\mapsrc\navtest.bsp Setting up ray-trace acceleration structure... Done (0.00 seconds) 22 faces 16935 square feet [2438656.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 22 patches before subdivision 1866 patches after subdivision 1 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0) transfers 176652, max 260 transfer lists: 1.3 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(454, 404, 360) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(70, 50, 29) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(16, 10, 5) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(2, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0013 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0) 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 (1) Writing leaf ambient...done Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 1/1024 48/49152 ( 0.1%) brushes 7/8192 84/98304 ( 0.1%) brushsides 42/65536 336/524288 ( 0.1%) planes 46/65536 920/1310720 ( 0.1%) vertexes 45/65536 540/786432 ( 0.1%) nodes 27/65536 864/2097152 ( 0.0%) texinfos 5/12288 360/884736 ( 0.0%) texdata 4/2048 128/65536 ( 0.2%) dispinfos 0/0 0/0 ( 0.0%) dispverts 0/0 0/0 ( 0.0%) disptris 0/0 0/0 ( 0.0%) disp_lmsamples 0/0 0/0 ( 0.0%) faces 22/65536 1232/3670016 ( 0.0%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 6/65536 336/3670016 ( 0.0%) leaves 29/65536 928/2097152 ( 0.0%) leaffaces 22/65536 44/131072 ( 0.0%) leafbrushes 32/65536 64/131072 ( 0.0%) areas 2/256 16/2048 ( 0.8%) surfedges 112/512000 448/2048000 ( 0.0%) edges 69/256000 276/1024000 ( 0.0%) LDR worldlights 1/8192 88/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 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] 42896/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 44/16777216 ( 0.0%) entdata [variable] 1288/393216 ( 0.3%) LDR ambient table 29/65536 116/262144 ( 0.0%) HDR ambient table 29/65536 116/262144 ( 0.0%) LDR leaf ambient 33/65536 924/1835008 ( 0.1%) HDR leaf ambient 29/65536 812/1835008 ( 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] 1/12 ( 8.3%) static props [variable] 1/12 ( 8.3%) pakfile [variable] 105659/0 ( 0.0%) physics [variable] 2739/4194304 ( 0.1%) physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 44 Writing c:\program files\steam\steamapps\chucklehofft\sourcesdk_content\cstrike\mapsrc\navtest.bsp 2 seconds elapsed

** Executing... ** Command: Copy File ** Parameters: "C:\Program Files\Steam\steamapps\chucklehofft\sourcesdk_content\cstrike\mapsrc\navtest.bsp" "c:\program files\steam\steamapps\chucklehofft\counter-strike source\cstrike\maps\navtest.bsp"

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  • K@rt's Levels
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    Posted 10 months ago

    This sounds very strange. When you add bots to a server without a nav mesh normally what will happen is that the game will generate the nav mesh, and once it is done it will immideatly reload the same map with the finished nav map.

    The first thing I dont get is that you say it reloads a different map, that makes no sense... what "other" map is it loading?

    There are no obvious errors in your compile log except the missing models...

    error! propstatic using model "models/propsc17/lampstandardoff01.mdl"

    now MAYBE because the nav map uses static prop collision meshes as part of the map geometry it is causing an error, but it does seem unlkely though. So first fix those two model, use the right type of model entity, you can see what types of model entity the model can be used as in the model viwer info tab (normally static/dynamic or physics/dynamic)

    (I replaced underscores with "-" in the following because of the GB itallics problem)

    If this doesnt help then try making the nav mesh manually. First delete and previously genertated nav meshes for the map from your maps folder. Then run your map (without bots). Type in console sv-cheats 1 and then nav-edit 1

    Then goto the middle of your map and point your crosshairs at the ground roughtly in the centre of your space. Stay in this position, open console and type in nav-mark-walkable. You should see a purple pyramid appear. Now you've done that simply type into console nav-generate.

    So far as I can remember the nav-generate command outputs a fully analyzed nav mesh, however once the generate is finished you can always type in nav-save followed by nav-analyze to be sure (it should only take an extra second).

    There dont seem to be any other errors in your log, like you said its obviously a very simnple map. However there is no reason that the simplicty of the map should be a problem, I have made meshes for square boxes for testing.

    I assume that bots are working correctly on the source maps or custom maps with nav meshes, that its only the generation thats causing you problems?

    Try these things, if it doesnt work maybe try to post more details or send me your vmf

    Messiah
  • Devieus's Levels
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    Posted 10 months ago

    Posted by K@rt

    (I replaced underscores with "-" in the following because of the GB itallics problem)

    I can recall telling you before you can escape '_' with '\'. Still, it's a good way to plug this.

    error! propstatic using model "models/propsc17/lampstandardoff01.mdl"

    Props will be deleted.

    what "other" map is it loading?

    That's probably the best question here.

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  • Chucklehofft's Levels
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    Posted 10 months ago

    The "other map" that is being loaded is usually either dedust (or dust2, never payed that much attention to it) or de_aztec. But any other custom map that I have played on has always loaded one of these two maps after the .NAV generation, so I always just assumed that it was normal. These maps work fine, also. Bots are always disabled when this happens as well, but I assume that that's carried over from when the bot counter is set to 0 for the .NAV generation. I am going to try the manual generation right now, so hopefully that will work.

    EDIT: So I tried the manual generation and the same thing occurred initially. It gave me an address error, but when I tried to reload the map to get the exact error, it loaded fine. So now it seems that I'll have to create my .NAVs manually, which is annoying, but at least it works.

    Thanks very much for your help, I appreciate it greatly. It's no fun when you hit an impasse right when you try something new.

    Bananite
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