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animeweeblord42

Source SDK- Hammer Editor help... AGAIN

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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"

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Hmm, don't assign func_detail to regular brushes. They do not stop light leaving your level therefore you can have leaks in your level. Load the pointfile and check whether that is an issue.

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Yes, it would technically. Some people do this just as a safeproof to ensure the map is sealed. However I recommend checking your map for holes before this.

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Hmm, don't assign func_detail to regular brushes. They do not stop light leaving your level therefore you can have leaks in your level. Load the pointfile and check whether that is an issue.

uhhhh

func_detail - Valve Developer Community

"The point of creating a detail brush is precisely to avoid effects,"

 

I can't remember that tool that checks for leaks in the map, it's like in the tools menu but you should run that always before compiling.

 

Also shouldn't you use func_brush for most brushes if you have no specific purpose for it?

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No silence, lel, func detail doesn't 'cover' your map up. The loadpointfile can go through it. And also, I never use func_brush for every brush because it requires that you seal off your map because like func_detail it doesn't stop things 'leaking' out of your map. Like it's not visually but the pointfile detects it as a leak, if you know what I mean, like it just puts a redline through the brush indicating leak.

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Would creating a large box around the map, say; a skybox work to fix all of the leaks?

That's a very bad mapping practice, but don't get me wrong i've used it before. I basically had to redo all of parabellum because I had a giant box around it and knew it wasn't good mapping practice.

If this just for an art/design class it should be fine but you can also use the CORDON tool in hammer to cordon off areas of the map that you don't want to compile and search for the leak(s) in addition to loading the pointfile (sometimes the pointfile points to things that arent the problem).

Basically you split the map in half, rename the parts map_a and map_b, compile both sections as new maps and test. Repeat on the leaked part until you narrow down the problem. Usually it is the wrong entity type for brushes/map props or after you have used the carve tool.

Try the pointfile method Ebic mentioned first, its easier.

Testing is a bitch.

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