• AllocateLightmap error hammer editor
    7 replies, posted
Hey guys I'm getting this error when I try to load up my map in garrysmod MaterialSystem_Interface_t::AllocateLightmap: lightmap (516x128) too big to fit in page (512x256) And it crashes garrysmod! Here is the compile log I do not see anything about allocating a lightmap! I looked up this error and people are saying to select all brushes in map and change the lightmap to 16 and I tried that I have been trying to fix this for a day and a half can anyone help? ** Executing... ** Command: "c:\program files\steam\steamapps\dingus777\sourcesdk\bin\vbsp.exe" ** Parameters: -game "c:\program files\steam\steamapps\dingus777\half-life 2\hl2" "C:\Documents and Settings\bob\Desktop\MAPS\New Folder\WTF_COCK" Valve Software - vbsp.exe (Aug 4 2006) 1 threads materialPath: c:\program files\steam\steamapps\dingus777\half-life 2\hl2\materials Loading C:\Documents and Settings\bob\Desktop\MAPS\New Folder\WTF_COCK.vmf Can't find surfaceprop stone for material CARVEDSTONE/BRICK_WALL01, using default fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2) **** leaked **** Entity water_lod_control (1567.34 -2599.30 -6581.00) leaked! FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1840.3, -3900.1, -6582.0) 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: Brush 325590: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1617.8, -3697.0, -6586.0) Leaf 0 contents: CONTENTS_SOLID CONTENTS_WATER CONTENTS_TRANSLUCENT Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_WATER This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WATER Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WATER Candidate brush IDs: Brush 489120: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1623.9, -3672.3, -6586.0) Leaf 0 contents: CONTENTS_SOLID CONTENTS_WATER CONTENTS_TRANSLUCENT Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_WATER This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WATER Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WATER Candidate brush IDs: Brush 489120: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1797.2, -3702.0, -6586.0) Leaf 0 contents: CONTENTS_SOLID CONTENTS_WATER CONTENTS_TRANSLUCENT Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_WATER This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WATER Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WATER Candidate brush IDs: Brush 359669: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1794.7, -3699.5, -6586.0) Leaf 0 contents: CONTENTS_SOLID CONTENTS_WATER CONTENTS_TRANSLUCENT Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_WATER This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WATER Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WATER Candidate brush IDs: Brush 359669: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1764.3, -3699.5, -6586.0) Leaf 0 contents: CONTENTS_SOLID Leaf 1 contents: CONTENTS_SOLID CONTENTS_WATER CONTENTS_TRANSLUCENT viscontents (node 0 contents ^ node 1 contents): CONTENTS_WATER This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WATER Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WATER Candidate brush IDs: Brush 359669: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1797.3, -3732.0, -6586.0) Leaf 0 contents: CONTENTS_SOLID Leaf 1 contents: CONTENTS_SOLID CONTENTS_WATER CONTENTS_TRANSLUCENT viscontents (node 0 contents ^ node 1 contents): CONTENTS_WATER This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WATER Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WATER Candidate brush IDs: Brush 359669: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1648.3, -3704.1, -6588.6) Leaf 0 contents: CONTENTS_SOLID CONTENTS_WATER CONTENTS_TRANSLUCENT Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_WATER This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WATER Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WATER Candidate brush IDs: Brush 489120: *** Suppressing further FindPortalSide errors.... *** Processing areas...done (0) Building Faces...done (1) FixTjuncs... PruneNodes... WriteBSP... done (1) Creating default cubemaps for env_cubemap using skybox materials: skybox/sky_day01_06*.vmt Run buildcubemaps in the engine to get the correct cube maps. No such variable "$hdrbasetexture" for material "skybox/sky_day01_06rt" Can't load skybox file skybox/sky_day01_06 to build the default cubemap! Finding displacement neighbors... Found a displacement edge abutting multiple other edges. Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... done (1) (352350 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 831 texinfos to 662 Reduced 23 texdatas to 14 (684 bytes to 355) Writing C:\Documents and Settings\bob\Desktop\MAPS\New Folder\WTF_COCK.bsp 5 seconds elapsed ** Executing... ** Command: "c:\program files\steam\steamapps\dingus777\sourcesdk\bin\vvis.exe" ** Parameters: -game "c:\program files\steam\steamapps\dingus777\half-life 2\hl2" -fast "C:\Documents and Settings\bob\Desktop\MAPS\New Folder\WTF_COCK" Valve Software - vvis.exe (May 22 2006) fastvis = true 1 threads reading c:\documents and settings\bob\desktop\maps\new folder\WTF_COCK.bsp reading c:\documents and settings\bob\desktop\maps\new folder\WTF_COCK.prt LoadPortals: couldn't read c:\documents and settings\bob\desktop\maps\new folder\WTF_COCK.prt ** Executing... ** Command: "c:\program files\steam\steamapps\dingus777\sourcesdk\bin\vrad.exe" ** Parameters: -game "c:\program files\steam\steamapps\dingus777\half-life 2\hl2" -noextra "C:\Documents and Settings\bob\Desktop\MAPS\New Folder\WTF_COCK" Valve Software - vrad.exe SSE (May 22 2006) ----- Radiosity Simulator ---- 1 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading c:\documents and settings\bob\desktop\maps\new folder\WTF_COCK.bsp No vis information, direct lighting only. 8434 faces 68 degenerate faces 3559624 square feet [512585856.00 square inches] 163 displacements 88714 square feet [12774836.00 square inches] 14 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (360) Build Patch/Sample Hash Table(s)....Done<0.1077 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4) FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10 Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 4/1024 192/49152 ( 0.4%) brushes 908/8192 10896/98304 (11.1%) brushsides 14069/65536 112552/524288 (21.5%) planes 21188/65536 423760/1310720 (32.3%) vertexes 11365/65536 136380/786432 (17.3%) nodes 5653/65536 180896/2097152 ( 8.6%) texinfos 662/12288 47664/884736 ( 5.4%) texdata 14/2048 448/65536 ( 0.7%) dispinfos 163/0 28688/0 ( 0.0%) disp_verts 14931/0 298620/0 ( 0.0%) disp_tris 24128/0 48256/0 ( 0.0%) disp_lmsamples 184580/0 184580/0 ( 0.0%) faces 8434/65536 472304/3670016 (12.9%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 3184/65536 178304/3670016 ( 4.9%) leaves 5658/65536 181056/2097152 ( 8.6%) leaffaces 9478/65536 18956/131072 (14.5%) leafbrushes 4152/65536 8304/131072 ( 6.3%) areas 2/256 16/2048 ( 0.8%) surfedges 54365/512000 217460/2048000 (10.6%) edges 28840/256000 115360/1024000 (11.3%) LDR worldlights 14/8192 1232/720896 ( 0.2%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 733/32768 7330/327680 ( 2.2%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 12405/65536 24810/131072 (18.9%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 13501248/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 0/16777216 ( 0.0%) entdata [variable] 8007/393216 ( 2.0%) LDR leaf ambient 5658/65536 135792/1572864 ( 8.6%) HDR leaf ambient 0/65536 0/1572864 ( 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] 21822/0 ( 0.0%) Level flags = 0 Win32 Specific Data: physics [variable] 352350/4194304 ( 8.4%) ==== Total Win32 BSP file data space used: 16717285 bytes ==== Total triangle count: 24248 Writing c:\documents and settings\bob\desktop\maps\new folder\WTF_COCK.bsp 6 minutes, 8 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Documents and Settings\bob\Desktop\MAPS\New Folder\WTF_COCK.bsp" "c:\program files\steam\steamapps\dingus777\half-life 2\hl2\maps\WTF_COCK.bsp"
:siren:[highlight]You have a leak[/highlight]:siren:
[QUOTE=X-Neon]:siren:[highlight]You have a leak[/highlight]:siren:[/QUOTE] Yeah if it's still a WIP then use the cordon tool a tutorial for that is at [url]www.halfwit-2.com[/url]
I have fixed the leak. I have been trying to solve this error for a long time and the leak just showed up after that particular compiling session. I have probably tried to compile this 50 times and there have not been any leaks until this one but still I get that error By the way when I load the pointfile to check the leak is there always a ridiculous red line that swerves all over the map before ending? EDIT Ok thanks I will use the cordon tool to try to limit down what the problem is thanks. [b]Edit:[/b] Ok guys I been trying to fix this now each time there is a leak! I compile it and there is a leak ..bam I fix it then there is another leak and it just keeps going on! I have compiled it 8 times and it seems to be just saying each entity has a leak! Aww! Should I just delete every entity and start over on the entities?
Strage i get the same, but i dont seem to see any leaks here have a look ** Executing... ** Command: "c:\program files\steam\steamapps\**\sourcesdk\bin\ep1\bin\vbsp.exe" ** Parameters: -game "c:\program files\steam\steamapps\**\counter-strike source\cstrike" "C:\Program Files\Steam\steamapps\**\sourcesdk_content\hl2mp\mapsrc\rp_wastelands" Valve Software - vbsp.exe (Dec 11 2006) 8 threads materialPath: c:\program files\steam\steamapps\**\counter-strike source\cstrike\materials Loading C:\Program Files\Steam\steamapps\**\sourcesdk_content\hl2mp\mapsrc\rp_wastelands.vmf fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) **** leaked **** Entity trigger_hurt (-197.50 -1105.50 27.50) leaked! Processing areas...done (0) Building Faces...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) Creating default cubemaps for env_cubemap using skybox materials: skybox/sky_day01_01*.vmt Run buildcubemaps in the engine to get the correct cube maps. No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt" Can't load skybox file skybox/sky_day01_01 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) (11874 bytes) Static prop models/props_vehicles/generatortrailer01.mdl outside the map (-833.00, 665.00, 0.00) Static prop models/props_vehicles/car002b.mdl outside the map (-901.00, 984.00, 21.00) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Water found with no water_lod_control entity, creating a default one. Compacting texture/material tables... Reduced 51 texinfos to 35 Reduced 15 texdatas to 13 (358 bytes to 269) Writing C:\Program Files\Steam\steamapps\**\sourcesdk_content\hl2mp\mapsrc\rp_wastelands.bsp 0 seconds elapsed ** Executing...**\sourcesdk\bin\ep1\bin\vvis.exe" ** Parameters: -game "c:\program files\steam\steamapps\**\counter-strike source\cstrike" "C:\Program Files\Steam\steamapps\**\sourcesdk_content\hl2mp\mapsrc\rp_wastelands" Valve Software - vvis.exe (Nov 8 2007) 8 threads reading c:\program files\steam\steamapps\**\sourcesdk_content\hl2mp\mapsrc\rp_wastelands.bsp reading c:\program files\steam\steamapps\**\sourcesdk_content\hl2mp\mapsrc\rp_wastelands.prt LoadPortals: couldn't read c:\program files\steam\steamapps\**\sourcesdk_content\hl2mp\mapsrc\rp_wastelands.prt ** Executing... ** Command: "c:\program files\steam\steamapps\**\sourcesdk\bin\ep1\bin\vrad.exe" ** Parameters: -game "c:\program files\steam\steamapps\**\counter-strike source\cstrike" "C:\Program Files\Steam\steamapps\**\sourcesdk_content\hl2mp\mapsrc\rp_wastelands" Valve Software - vrad.exe SSE (Nov 8 2007) ----- Radiosity Simulator ---- 8 threads [Reading texlights from 'lights.rad'] [1 texlights parsed from 'lights.rad'] Loading c:\program files\steam\steamapps\**\sourcesdk_content\hl2mp\mapsrc\rp_wastelands.bsp No vis information, direct lighting only. 263 faces 226833 square feet [32663972.00 square inches] 6 displacements 91259 square feet [13141409.00 square inches] 2 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (5) Build Patch/Sample Hash Table(s).....Done<0.0029 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1) FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10 Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 4/1024 192/49152 ( 0.4%) brushes 31/8192 372/98304 ( 0.4%) brushsides 188/65536 1504/524288 ( 0.3%) planes 226/65536 4520/1310720 ( 0.3%) vertexes 365/65536 4380/786432 ( 0.6%) nodes 236/65536 7552/2097152 ( 0.4%) texinfos 35/12288 2520/884736 ( 0.3%) texdata 13/2048 416/65536 ( 0.6%) dispinfos 6/0 1056/0 ( 0.0%) disp_verts 1734/0 34680/0 ( 0.0%) disp_tris 3072/0 6144/0 ( 0.0%) disp_lmsamples 141541/0 141541/0 ( 0.0%) faces 263/65536 14728/3670016 ( 0.4%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 130/65536 7280/3670016 ( 0.2%) leaves 241/65536 7712/2097152 ( 0.4%) leaffaces 283/65536 566/131072 ( 0.4%) leafbrushes 66/65536 132/131072 ( 0.1%) areas 2/256 16/2048 ( 0.8%) surfedges 1703/512000 6812/2048000 ( 0.3%) edges 944/256000 3776/1024000 ( 0.4%) LDR worldlights 2/8192 176/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 18/32768 180/327680 ( 0.1%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 294/65536 588/131072 ( 0.4%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 600360/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 0/16777216 ( 0.0%) entdata [variable] 2071/393216 ( 0.5%) LDR leaf ambient 241/65536 5784/1572864 ( 0.4%) HDR leaf ambient 0/65536 0/1572864 ( 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] 20608/0 ( 0.0%) Level flags = 0 Win32 Specific Data: physics [variable] 11874/4194304 ( 0.3%) ==== Total Win32 BSP file data space used: 887542 bytes ==== Total triangle count: 659 Writing c:\program files\steam\steamapps\**\sourcesdk_content\hl2mp\mapsrc\rp_wastelands.bsp 6 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files\Steam\steamapps\**\sourcesdk_content\hl2mp\mapsrc\rp_wastelands.bsp" "c:\program files\steam\steamapps\**\counter-strike source\cstrike\maps\rp_wastelands.bsp" Note: "**" is cuz i dont want my acc to get hacked
No leak eh? Look again. [quote=compile log]**** leaked ****[/quote] Note: we cannot hack your account with only your username, otherwise why has nobody hacked your forum account? They know your username. [editline]04:37PM[/editline] Related link: [url]http://developer.valvesoftware.com/wiki/Leak[/url]
[QUOTE=metallics;19573070]No leak eh? Look again. Note: we cannot hack your account with only your username, otherwise why has nobody hacked your forum account? They know your username. [editline]04:37PM[/editline] Related link: [URL]http://developer.valvesoftware.com/wiki/Leak[/URL][/QUOTE] O.O guess im going blind.... xD
The leak isn't pointing TO the entity, it's pointing to the void outside your map. Don't delete your entities, follow the line until you are outside your map and seal that gap with a brush.
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