Dying immediately upon starting map. (Not due to lack of info_volume)

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Created 403 days ago
by masterguyperson
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Location: usTennessee
Date Registered: 1 December 2015
Last active: 341 days ago
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Hello, so I am facing a problem right now that I don't know how it came to breaking my map. It was working perfectly fine just earlier today. But now, upon starting up the map, you die instantly. And yes, the start zone is in the map and in the correct position. So this really has me baffled. I would also like to note, that terrain I was building is completely invisible as well now. It has an underlying texture of dirt, and then a grass blend texture on top of that, but you can't see them in game anymore. Any help would be greatly appreciated!


Here is the log from compiling the map:

C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\/gdtdb/gdtdb.exe /update

gdtDB: updating

processed (0 GDTs) (0 assets) in 19.299 sec

gdtDB: successfully updated database.

C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\\bin\cod2map64.exe -platform pc -navmesh -navvolume -loadFrom C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\\map_source\zm\zm_forest_pathv2.map C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\\share\raw\maps\zm\zm_forest_pathv2.d3dbsp

main: Enter

FPU Precision set to 64 bits
CoD2Map: T7
 Build Changelist: 3017537
 Build Machine: CODBUILD8-764
---- cod2map ----
navmesh = true
navvolume = full generation
----- FS_Startup -----
Current search path:
C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\share\devraw
C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\bin\devdiscdata
C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\bin\devraw
C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\bin\raw
C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\share\raw
C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\bin\discdata
C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/pc/\devdiscdata
C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/pc/\devraw
C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/pc/\raw
C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/pc/\discdata
C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\bin\main
C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/pc/\main
C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/pc/\players
C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/pc/\zone
C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/pc/\local_storage
----------------------
Connected to data signature database
Loading map file C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\\map_source\zm\zm_forest_pathv2.map
Layer '000_Global/No Comp' ignored

W
ARNING: Material 'jun_art_wood_plywood_dark03' is missing
WARNING: Material 'jun_art_wood_plywood_dark03' is missing
WARNING: Material 'jun_art_wood_plywood_dark03' is missing
WARNING: Material 'jun_art_wood_plywood_dark03' is missing
WARNING: Material 'jun_art_wood_plywood_dark03' is missing
WARNING: Material 'jun_art_wood_plywood_dark03' is missing

reveal volume decal texture 1x1, 9 bytes. 0 packed 0 unpacked. 0 voldecals.

restricting BSP to sky brushes

**********************

******* leaked *******
**********************

finding triangle windings...

assigning primary lights...

splitting windings into lightable areas...
coalescing coincident windings...
removing occluded winding fragments...
finding sun shadow casters...
splitting large windings...
merging into concave windings...

fixing t-junctions...
tethering holes to their concave windings...
finding index mapping and snapping vertices...
triangulating all windings...
0 self-tjunctions fixed
0 degenerate tris removed
smoothing normals...
emitting triangles...
0 vertices couldn't be merged because the textures point different ways
emitting cells and portals...

building curve/terrain collision...

Adding brush neighbor bevels...

Removing redundant brush collision planes...
removed 8 brush sides
elapsed time 0 seconds
Finished processing world entity


Ignoring empty brush model entity
Map C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\\map_source\zm\zm_forest_pathv2.map entity 17

Ignoring empty brush model entity
Map C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\\map_source\zm\zm_forest_pathv2.map entity 19
Ignoring empty brush model entity
Map C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\\map_source\zm\zm_forest_pathv2.map entity 175

Ignoring empty brush model entity
Map C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\\map_source\zm\zm_forest_pathv2.map entity 4961
splitting up large himip volumes...
    surfCount went from 0 to 0

begin navmesh generation...

Umbra Visibility Groups: 1 groups

<worldvisgroup>      0


Umbra Tome Triggers: 0 total



UMBRA smallest_occluder=72.000 small_hole=4.000

r
emoved 4 duplicate triangles from set of 40636 - 0.1 seconds

generating Nav Mesh ...
Removing tiny boundary edges...


done - 1.1 seconds
WARNING: NavVolume generation is skipped. Flying units might not behave correctly. This might be due to there is no nav_volume brush in the level, or the generation is skipped purposely by skipping -navvolume option.

W
riting C:\Program Files (x86)\Steam\steamapps\common\Cal
l of Duty Black Ops III\\share\raw\maps\zm\zm_forest_pathv2_navmesh.hkt
Writing C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\\share\raw\maps\zm\zm_forest_pathv2_navvolume.hkt
navmesh generation took 1.8 seconds
Writing C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\\share\raw\maps\zm\zm_forest_pathv2.d3dbsp
   15 seconds elapsed
main: 14.7299 secs

C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\/bin/radiant_modtools.exe -ledSilent +medium +localprobes +forceclean +recompute C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\/map_source/zm/zm_forest_pathv2.map

LED Exported for C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\/map_source/zm/zm_forest_pathv2.map

C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\/bin/linker_modtools.exe -language english -modsource zm_forest_pathv2

Linking "zm_forest_pathv2" (usermaps\zm_forest_pathv2 stable 3015543 v593):
processing...
done: 1m14.73s

Linking "en_zm_forest_pathv2" (usermaps\zm_forest_pathv2 stable 3015543 v593):
processing...
done: 0m5.33s

broken avatar :(
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broken avatar :(
Location: usTennessee
Date Registered: 1 December 2015
Last active: 341 days ago
Posts
24
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Legless Crawler
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masterguyperson's Contact & Social Linksmasterguyperson
Update: Still dying at the start, also, I just realised that ALL of my brushes aer invisible in-game (they appear as they should inside of radiant) all of my props and such are visable tho, and I assume why I am dying is because the player falls to the death because of the lack of brushes. Usuualy, you get the game over display immediately as the bo3 fades out from black. Sometimes you can see your first person hands and they look fullbright, as if the player fell out of the sun volume. This is not due to the skybox, I even prefabbed the map (excluding skybox sun and all those things, and put it into a new default map, resized things accordingly, and still have the same problem. I am pulling my hair out because of this situation, again if anyone can help, it would be appreciated.

 

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