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animeweeblord42

Friend of xG
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  1. Would creating a large box around the map, say; a skybox work to fix all of the leaks?
  2. Slightly different error this time, and I'll re give the intro. I am creating a very large map for hl2, and I am very inexperienced but I have gotten very far.(And the due date is in a week- it's for school) So recently when I have been trying to compile it, it loads a previous version, not saving the changes I had clearly made, even errors that I had fixed still showed up in the compile log. I tried saving it to other names, but it gives me the ol' "file not found" error; which I have had a problem with for a while. Anyway, here's my compile log, I would like help with any other error you can see. Thanks for help in advance. Also I use a lot of fun_detail because my map has a lot of detailed pillars and railing, which are not props. ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\saint_evening\sourcesdk\bin\ source2009\bin\vbsp.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\saint_evening\half-life 2\hl2" "C:\Program Files (x86)\Steam\steamapps\saint_evening\sourcesdk_cont ent\hl2\mapsrc\yeh.vmf" Valve Software - vbsp.exe (Sep 15 2011) 4 threads materialPath: c:\program files (x86)\steam\steamapps\saint_evening\half-life 2\hl2\materials Loading C:\Program Files (x86)\Steam\steamapps\saint_evening\sourcesdk_cont ent\hl2\mapsrc\yeh.vmf ConVarRef mat_reduceparticles doesn't point to an existing ConVar Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\saint_evening\half-life 2\hl2\gameinfo.txt fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) **** leaked **** Entity info_player_start (-7687.38 296.88 -285.24) leaked! FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-6656.0 1024.0 -373.8) Leaf 0 contents: CONTENTS_SOLID Leaf 1 contents: viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-6997.3 1024.0 -125.3) Leaf 0 contents: CONTENTS_SOLID Leaf 1 contents: viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-6485.3 1024.0 -125.3) Leaf 0 contents: CONTENTS_SOLID Leaf 1 contents: viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-6656.0 1024.0 235.5) Leaf 0 contents: CONTENTS_SOLID Leaf 1 contents: viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-6144.0 1181.5 -237.5) Leaf 0 contents: Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-6144.0 1181.5 123.7) Leaf 0 contents: Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-6144.0 1693.5 -286.0) Leaf 0 contents: Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-6144.0 1574.5 -123.0) Leaf 0 contents: Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: *** Suppressing further FindPortalSide errors.... *** Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 892 detail faces...done (0) Merging details...done (1) FixTjuncs... PruneNodes... WriteBSP... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_01*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_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) (287643 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 1634 texinfos to 1536 Reduced 24 texdatas to 23 (561 bytes to 519) Writing C:\Program Files (x86)\Steam\steamapps\saint_evening\sourcesdk_cont ent\hl2\mapsrc\yeh.bsp 1 second elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\saint_evening\sourcesdk\bin\ source2009\bin\vvis.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\saint_evening\half-life 2\hl2" "C:\Program Files (x86)\Steam\steamapps\saint_evening\sourcesdk_cont ent\hl2\mapsrc\yeh" Valve Software - vvis.exe (Sep 15 2011) 4 threads reading c:\program files (x86)\steam\steamapps\saint_evening\sourcesdk_cont ent\hl2\mapsrc\yeh.bsp reading c:\program files (x86)\steam\steamapps\saint_evening\sourcesdk_cont ent\hl2\mapsrc\yeh.prt LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\saint_evening\sourcesdk_cont ent\hl2\mapsrc\yeh.prt ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\saint_evening\sourcesdk\bin\ source2009\bin\vrad.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\saint_evening\half-life 2\hl2" "C:\Program Files (x86)\Steam\steamapps\saint_evening\sourcesdk_cont ent\hl2\mapsrc\yeh" Valve Software - vrad.exe SSE (Sep 15 2011) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading c:\program files (x86)\steam\steamapps\saint_evening\sourcesdk_cont ent\hl2\mapsrc\yeh.bsp No vis information, direct lighting only. Setting up ray-trace acceleration structure... Done (0.83 seconds) 10524 faces 8 degenerate faces 132190 square feet [19035482.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 185 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (7) Build Patch/Sample Hash Table(s).....Done<0.0052 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3) FinalLightFace Done 12 of 177 (6% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (8) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 1/1024 48/49152 ( 0.1%) brushes 746/8192 8952/98304 ( 9.1%) brushsides 6529/65536 52232/524288 (10.0%) planes 6128/65536 122560/1310720 ( 9.4%) vertexes 16155/65536 193860/786432 (24.7%) nodes 4712/65536 150784/2097152 ( 7.2%) texinfos 1536/12288 110592/884736 (12.5%) texdata 23/2048 736/65536 ( 1.1%) 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 10524/65536 589344/3670016 (16.1%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 3801/65536 212856/3670016 ( 5.8%) leaves 4714/65536 150848/2097152 ( 7.2%) leaffaces 15081/65536 30162/131072 (23.0%) leafbrushes 5694/65536 11388/131072 ( 8.7%) areas 2/256 16/2048 ( 0.8%) surfedges 66416/512000 265664/2048000 (13.0%) edges 36725/256000 146900/1024000 (14.3%) LDR worldlights 185/8192 16280/720896 ( 2.3%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 1153/32768 11530/327680 ( 3.5%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 20127/65536 40254/131072 (30.7%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 1008184/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 0/16777216 ( 0.0%) entdata [variable] 2822/393216 ( 0.7%) LDR ambient table 4714/65536 18856/262144 ( 7.2%) HDR ambient table 4714/65536 18856/262144 ( 7.2%) LDR leaf ambient 10370/65536 290360/1835008 (15.8%) HDR leaf ambient 4714/65536 131992/1835008 ( 7.2%) 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] 211906/0 ( 0.0%) physics [variable] 287643/4194304 ( 6.9%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 30111 Writing c:\program files (x86)\steam\steamapps\saint_evening\sourcesdk_cont ent\hl2\mapsrc\yeh.bsp 18 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files (x86)\Steam\steamapps\saint_evening\sourcesdk_cont ent\hl2\mapsrc\yeh.bsp" "c:\program files (x86)\steam\steamapps\saint_evening\half-life 2\hl2\maps\yeh.bsp"
  3. Thanks for the help guys, also my SDK is working fine other than the occasional file not found error; which in that case I just save it as another name AND just recently this started: when I try to compile the map, Half Life 2 starts but the map doesn't open, even when i try to open it using console. It says its not a valid bsp file. May be just a noob mistake of mine.
  4. I am creating a very large map for a project for school. I can't really release any pictures because I would get into a lot of trouble, all I can tell you is that its really big. It exceeds the number of unique verts that a BSP file can compile into; due to its size. I found the best way to remedy this is to split the building up into different maps, but I do not know how to load one map into another, like what is done in Half-Life or Portal. (I am making this map to run in Portal 1) Also there are very large hallways which would be problematic because you would be able to shoot a portal into an unloaded map, I think that the way to solve this is to created an emancipation grid before every loading place. How would I go about importing an emancipation grid? tl;dr How to split Hammer map into diff maps and connect them using loading screens? How to make emancipation grids in Hammer editor? Thanks in advance
  5. Okay I'll make sure to familiarize my self better with the rules, and follow them more strictly. I mostly go on RPG surf, and I don't see either diabeetus or McNeo on RPG Surf at all, so that may explain my absence. "and occasionally jailbreak" __________________________________________ Also having school so I may not be on as often from this point on.
  6. Yes I was werewolf, and thanks for the +1s guys; really appreciate it.
  7. When I first started playing on the servers my name was Saintevening, at one point it was No Face and later on Goku. In between those names I changed a lot too, just none worth mentioning due to the fact that I didn't stay as them for a long amount of time.
  8. Hey, I've been playing on xG servers for ~2 years, getting off and on due to small life problems and whatnot. I most commonly play on Rpg Surf and occasionally jailbreak. I've change my name many, many times so I doubt I have left an imprint on anybody; but I do know a few members, and I find the community very friendly and would love to be a part of it. __________________________________________________________