• Hammer Won't Compile Map Properly
    2 replies, posted
Okay, I've been working on a map for a day or two now, it's going to be for Team Fortress 2, called cp_quarry, and for several times now, Hammer will not compile it right. I redid some textures and fixed some bugs on the partial map so far, and I've noticed, when I compiled the map, it gave me the old .bsp, the bugged one. So I decided to compile it again, deleting the .bsp and compiling it again, compiling it & running the game after compiling (that's bugged for me, so I don't usually run it with the compile usually), and still nothing. So if you can find anything in this compile log that might suggest something about this problem, please tell me so, but if this is just a common error, tell me. Here's the compile log anyway: (I know that there's leak, don't bother with that one.) materialPath: c:\program files\steam\steamapps\superhumangambit\team fortress 2\tf\materials Loading C:\Program Files\Steam\steamapps\superhumangambit\sourcesdk_content\tf\mapsrc\cp_quarry.vmf fixing up env_cubemap materials on brush sides... 0...1...2...3...4...5...6...7...8...9...10**** leaked **** Entity trigger_soundscape (-64.00 -736.00 288.00) leaked! FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0 512.0 -40.0) 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: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0 512.0 256.0) 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: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0 512.0 656.0) 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: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1032.0 0.0 360.0) 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: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1544.0 0.0 360.0) 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: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1536.0 1024.0 360.0) 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 (2048.0 512.0 360.0) 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: Processing areas...done (0) Building Faces...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_badlands_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_badlands_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 Overlay touching too many faces (touching 64, max 64) Overlay signs/sign115 at -4.5 -384.0 134.8 2 threads reading c:\program files\steam\steamapps\superhumangambit\sourcesdk_content\tf\mapsrc\cp_quarry.bsp reading c:\program files\steam\steamapps\superhumangambit\sourcesdk_content\tf\mapsrc\cp_quarry.prt LoadPortals: couldn't read c:\program files\steam\steamapps\superhumangambit\sourcesdk_content\tf\mapsrc\cp_quarry.prt [Reading texlights from 'lights.rad'] [34 texlights parsed from 'lights.rad'] Loading c:\program files\steam\steamapps\superhumangambit\sourcesdk_content\tf\mapsrc\cp_quarry.bsp 471 faces 117351 square feet [16898624.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 471 patches before subdivision 5877 patches after subdivision 10 direct lights 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 537976, max 366 transfer lists: 4.1 megs 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(41197, 25793, 18931) 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(6473, 4034, 3519) 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(2035, 1593, 1466) 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(845, 714, 614) 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(432, 355, 277) 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(226, 174, 122) 0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(121, 86, 55) 0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(65, 43, 24) 0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(35, 21, 11) 0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(19, 10, 5) 0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(10, 5, 2) 0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(5, 3, 1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #13 added RGB(3, 1, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #14 added RGB(2, 1, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #15 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0028 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 13/1024 624/49152 ( 1.3%) brushes 140/8192 1680/98304 ( 1.7%) brushsides 843/65536 6744/524288 ( 1.3%) planes 402/65536 8040/1310720 ( 0.6%) vertexes 731/65536 8772/786432 ( 1.1%) nodes 308/65536 9856/2097152 ( 0.5%) texinfos 188/12288 13536/884736 ( 1.5%) texdata 22/2048 704/65536 ( 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 471/65536 26376/3670016 ( 0.7%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 266/65536 14896/3670016 ( 0.4%) leaves 322/65536 10304/2097152 ( 0.5%) leaffaces 496/65536 992/131072 ( 0.8%) leafbrushes 215/65536 430/131072 ( 0.3%) areas 2/256 16/2048 ( 0.8%) surfedges 3313/512000 13252/2048000 ( 0.6%) edges 1886/256000 7544/1024000 ( 0.7%) LDR worldlights 10/8192 880/720896 ( 0.1%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 12/32768 120/327680 ( 0.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 183/65536 366/131072 ( 0.3%) cubemapsamples 3/1024 48/16384 ( 0.3%) overlays 6/512 2112/180224 ( 1.2%) LDR lightdata [variable] 304972/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 3310/16777216 ( 0.0%) entdata [variable] 22803/393216 ( 5.8%) LDR ambient table 322/65536 1288/262144 ( 0.5%) HDR ambient table 322/65536 1288/262144 ( 0.5%) LDR leaf ambient 1403/65536 39284/1835008 ( 2.1%) HDR leaf ambient 322/65536 9016/1835008 ( 0.5%) 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] 1/736 ( 0.1%) pakfile [variable] 422470/0 ( 0.0%) physics [variable] 51539/4194304 ( 1.2%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 1307 Writing c:\program files\steam\steamapps\superhumangambit\sourcesdk_content\tf\mapsrc\cp_quarry.bsp 10 seconds elapsed
[noparse][code] [/code][/noparse] [url=http://www.interlopers.net/index.php?page=errors]Try this.[/url]
Entity trigger_soundscape (-64.00 -736.00 288.00) leaked! Leak- ensure the entire map is sealed from the void. Water, entities and displacements do not seal the map.
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