No More Room in Hell

No More Room in Hell

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seraph 2 9 Oct, 2020 @ 4:59pm
NMRiH - Mapping: Need Assistance/Advice! [Resolved]
I am currently working on a NMS_ (Survival Map) and whilst I am still relatively new to the Hammer Editor* (I still frequently browse for Tutorials on certain functions or processes I want to implement as I am still learning the software).

In terms of the basic requirements of the Hammer Editor my map fulfills those requirements - and in terms of the NMRiH NMS_ requirements (according to Wazanator) I have also fulfilled those whilst following his tutorial.

Despite this I have experienced an issue when attempting to load into my map (which has been F9 compiled in Hammer) in NMRiH. It will begin to load up the map resources etc. and then it will crash the game before even entering into my level. I am not quite sure what I am missing but I would be most appreciative of any advice/help with fixing this. I aim to make more maps in the future and already have many ideas listed down.

Many thanks in advance, Ebon.

[Resolved: Make sure zombie_spawn brush entities are not touching the ground and are 32 units away from walls]
Last edited by seraph; 10 Oct, 2020 @ 2:16pm
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Showing 1-5 of 5 comments
nay0r ✓ 10 Oct, 2020 @ 6:49am 
please post a compile log
seraph 2 10 Oct, 2020 @ 7:47am 
Originally posted by nay0r ✓:
please post a compile log

Ah sorry! Here it is:

materialPath: D:\SteamLibrary\steamapps\common\nmrih\nmrih\materials
Loading D:\Source\Maps\NMRIH\nms_airfield.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in d:\steamlibrary\steamapps\common\nmrih\nmrih\gameinfo.txt
Patching WVT material: maps/nms_airfield/dev/dev_blendmeasure2_wvt_patch
Patching WVT material: maps/nms_airfield/nmrih/blend/suzhou_ashpalt_dirt_blend01_wvt_patch
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...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\Source\Maps\NMRIH\nms_airfield.prt...Building visibility clusters...
done (0)
material "skybox/nmrih_harvest_skyboxrt" not found.
Can't load skybox file skybox/nmrih_harvest_skybox to build the default cubemap!
Can't load skybox file skybox/nmrih_harvest_skybox to build the default cubemap!
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) (164531 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 395 texinfos to 245
Reduced 30 texdatas to 24 (922 bytes to 673)
Writing D:\Source\Maps\NMRIH\nms_airfield.bsp
MSG_FILEWRITE - Filesystem was asked to write to 'D:\Source\Maps\NMRIH\nms_airfield.bsp', but we don't own that location. Allowing.
Wrote ZIP buffer, estimated size 1935, actual size 1453
0 seconds elapsed
CMaterialDict::Shutdown m_MissingList count: 1



4 threads
reading d:\source\maps\nmrih\nms_airfield.bsp
reading d:\source\maps\nmrih\nms_airfield.prt
566 portalclusters
1471 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 1028 visible clusters (0.98%)
Total clusters visible: 104634
Average clusters visible: 184
Building PAS...
Average clusters audible: 531
visdatasize:77892 compressed from 81504
writing d:\source\maps\nmrih\nms_airfield.bsp
MSG_FILEWRITE - Filesystem was asked to write to 'd:\source\maps\nmrih\nms_airfield.bsp', but we don't own that location. Allowing.
8 seconds elapsed



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

Loading d:\source\maps\nmrih\nms_airfield.bsp
2295 faces
1810958 square feet [260777984.00 square inches]
4 Displacements
84722 Square Feet [12200093.00 Square Inches]
2295 patches before subdivision
49157 patches after subdivision
2 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 4323854, max 572
transfer lists: 33.0 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(2974, 2764, 2399)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(168, 144, 106)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(13, 10, 6)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(1, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0173 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 12/1024 576/49152 ( 1.2%)
brushes 474/8192 5688/98304 ( 5.8%)
brushsides 3058/65536 24464/524288 ( 4.7%)
planes 964/65536 19280/1310720 ( 1.5%)
vertexes 3406/65536 40872/786432 ( 5.2%)
nodes 1284/65536 41088/2097152 ( 2.0%)
texinfos 245/12288 17640/884736 ( 2.0%)
texdata 24/2048 768/65536 ( 1.2%)
dispinfos 4/0 704/0 ( 0.0%)
disp_verts 324/0 6480/0 ( 0.0%)
disp_tris 512/0 1024/0 ( 0.0%)
disp_lmsamples 22176/0 22176/0 ( 0.0%)
faces 2295/65536 128520/3670016 ( 3.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1127/65536 63112/3670016 ( 1.7%)
leaves 1297/65536 41504/2097152 ( 2.0%)
leaffaces 2590/65536 5180/131072 ( 4.0%)
leafbrushes 1138/65536 2276/131072 ( 1.7%)
areas 2/256 16/2048 ( 0.8%)
surfedges 15337/512000 61348/2048000 ( 3.0%)
edges 8741/256000 34964/1024000 ( 3.4%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 210/32768 2100/327680 ( 0.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3483/65536 6966/131072 ( 5.3%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 6/512 2112/180224 ( 1.2%)
LDR lightdata [variable] 1403632/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 77892/16777216 ( 0.5%)
entdata [variable] 8396/393216 ( 2.1%)
LDR ambient table 1297/65536 5188/262144 ( 2.0%)
HDR ambient table 1297/65536 5188/262144 ( 2.0%)
LDR leaf ambient 4621/65536 129388/1835008 ( 7.1%)
HDR leaf ambient 1297/65536 36316/1835008 ( 2.0%)
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] 1/1434 ( 0.1%)
pakfile [variable] 1453/0 ( 0.0%)
physics [variable] 164531/4194304 ( 3.9%)
physics terrain [variable] 1348/1048576 ( 0.1%)

Level flags = 0

Total triangle count: 6267
Writing d:\source\maps\nmrih\nms_airfield.bsp
10 seconds elapsed
seraph 2 10 Oct, 2020 @ 2:15pm 
Oh man - okay so, I have resolved the issue. Turns out my zombie spawns were touching the ground! Aaa - well, I have figured it out and it seems to be fine now.
nay0r ✓ 11 Oct, 2020 @ 9:00am 
good stuff, was gonna say your compile log looks ok besides a few minor things
seraph 2 11 Oct, 2020 @ 10:33am 
Originally posted by nay0r ✓:
good stuff, was gonna say your compile log looks ok besides a few minor things

Yeah - I really want to get better at level design as a whole (gonna be taking a short course in game design [Unity]) and I really like NMRiH so it's a pretty good practicing ground I think. :D

Thank you for your time anyways.
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