• Problem with BuildVisLeafs and several other errors.
    4 replies, posted
I've been trying to get the first level of my campaign finished for some time now and have gone through a lot of problems but some of them have stumped me. Here's my compile log: [code] ------------------------------------------------------------------------------- Running command: cd "c:\program files\valve\steam\steamapps\common\left 4 dead 2 \bin" ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Running command: "c:\program files\valve\steam\steamapps\common\left 4 dead 2\bi n\vbsp.exe" -game "c:\program files\valve\steam\steamapps\common\left 4 dead 2\l eft4dead2" "C:\Program Files\Valve\Steam\SteamApps\common\left 4 dead 2\sdk_cont ent\mapsrc\Suburbia_Highway_Level1.vmf" ------------------------------------------------------------------------------- Valve Software - vbsp.exe (Apr 21 2010) 2 threads materialPath: c:\program files\valve\steam\steamapps\common\left 4 dead 2\left4d ead2\materials Loading C:\Program Files\Valve\Steam\SteamApps\common\left 4 dead 2\sdk_content\ mapsrc\Suburbia_Highway_Level1.vmf [highlight]Can't find surfaceprop stone for material STONE/STONE_EXT_05, using default Can't find surfaceprop stone for material STONE/STONE_EXT_06, using default Can't find surfaceprop stone for material STONE/STONE_EXT_04, using default[/highlight] Patching WVT material: maps/suburbia_highway_level1/dev/dev_blendmeasure_wvt_pat ch Patching WVT material: maps/suburbia_highway_level1/nature/blend_grass_grass_01_ wvt_patch fixing up env_cubemap materials on brush sides... env_cubemap pointing at deleted brushside near (9764, 51, 98) env_cubemap pointing at deleted brushside near (7425, 77, 98) env_cubemap pointing at deleted brushside near (5616, 66, 98) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2) [highlight]FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2460.6 197.1 286.0) 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 C ONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENT S_SOLID Candidate brush IDs: Brush 49959:[/highlight] Processing areas...done (0) [highlight]Building Faces...Warning: Fell out of small block heap![/highlight] done (1) Chop Details...done (0) Find Visible Detail Sides... Merged 4 detail faces...done (1) Merging details...done (1) FixTjuncs... PruneNodes... WriteBSP... done (2) writing C:\Program Files\Valve\Steam\SteamApps\common\left 4 dead 2\sdk_content\ mapsrc\Suburbia_Highway_Level1.prt...Building visibility clusters... done (1) 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 (1) (553676 bytes) Cannot build Physics2 data ----------- DataLinker total stream size 0.0 KiB Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 3671 texinfos to 1664 Reduced 367 texdatas to 326 (20347 bytes to 18569) Writing C:\Program Files\Valve\Steam\SteamApps\common\left 4 dead 2\sdk_content\ mapsrc\Suburbia_Highway_Level1.bsp 1 minute, 43 seconds elapsed ------------------------------------------------------------------------------- Running command: cd "c:\program files\valve\steam\steamapps\common\left 4 dead 2 \bin" ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Running command: "c:\program files\valve\steam\steamapps\common\left 4 dead 2\bi n\vvis.exe" -game "c:\program files\valve\steam\steamapps\common\left 4 dead 2\l eft4dead2" -fast "C:\Program Files\Valve\Steam\SteamApps\common\left 4 dead 2\sd k_content\mapsrc\Suburbia_Highway_Level1" ------------------------------------------------------------------------------- Valve Software - vvis.exe (Apr 21 2010) fastvis = true 2 threads reading c:\program files\valve\steam\steamapps\common\left 4 dead 2\sdk_content\ mapsrc\Suburbia_Highway_Level1.bsp max farz in all env_fog_controller entities: 4000.000000 (used for radial vis) reading c:\program files\valve\steam\steamapps\common\left 4 dead 2\sdk_content\ mapsrc\Suburbia_Highway_Level1.prt 1 portalclusters 0 numportals [highlight]BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)[/highlight] Optimized: 0 visible clusters (0.00%) Total clusters visible: 1 Average clusters visible: 1 Building PAS... Average clusters audible: 1 visdatasize:14 compressed from 16 writing c:\program files\valve\steam\steamapps\common\left 4 dead 2\sdk_content\ mapsrc\Suburbia_Highway_Level1.bsp 0 seconds elapsed ------------------------------------------------------------------------------- Running command: cd "c:\program files\valve\steam\steamapps\common\left 4 dead 2 \bin" ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Running command: "c:\program files\valve\steam\steamapps\common\left 4 dead 2\bi n\vrad.exe" -game "c:\program files\valve\steam\steamapps\common\left 4 dead 2\ left4dead2" -noextra "C:\Program Files\Valve\Steam\SteamApps\common\left 4 dead 2\sdk_content\mapsrc\Suburbia_Highway_Level1" ------------------------------------------------------------------------------- Valve Software - vrad.exe SSE (Apr 21 2010) Valve Radiosity Simulator 2 threads [Reading texlights from 'lights.rad'] [2 texlights parsed from 'lights.rad'] Loading c:\program files\valve\steam\steamapps\common\left 4 dead 2\sdk_content\ mapsrc\Suburbia_Highway_Level1.bsp Setting up ray-trace acceleration structure... Done (50.58 seconds) 20554 faces 13 degenerate faces 7657154 square feet [1102630272.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 20541 patches before subdivision zero area child patch 1053633 patches after subdivision sun extent from map=0.000000 29 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (549) [highlight]BuildVisLeafs: 0Finished. Press a key to close.[/highlight][/code] [highlight]First:[/highlight] I've been getting this since I've used the texture, no real problem here though, it happens all the time and doesn't cause any problems. [highlight]Second:[/highlight] I've been getting this problem lately and I haven't had any luck with finding solutions for it, let alone I don't even know what it meens. [highlight]Third:[/highlight] No clue what this meens, is it bad? [highlight]Fourth:[/highlight] This can't be good, it practically doesn't even load BasePortalVis, it's just immediately done where as before it takes some time to do it. [highlight]Fifth:[/highlight] This is where the compiler ends, it sits on BuildVisLeafs: 0 for about half an hour then I finally get a runtime error message. I'm pretty much clueless as to what I should do here. I would really appreciate any help I can get.
Problems 3 - 5 could be caused by problem two. I suggest taking the compilers advice: "Check for a huge brush enclosing the coordinates [2460.6 197.1 286.0] that has contents CONTENTS_SOLID Candidate brush IDs: Brush 49959"
[QUOTE=ryan1271;22134459]Problems 3 - 5 could be caused by problem two. I suggest taking the compilers advice: "Check for a huge brush enclosing the coordinates [2460.6 197.1 286.0] that has contents CONTENTS_SOLID Candidate brush IDs: Brush 49959"[/QUOTE] I suppose I will, is there a way I can check brushes for ID's like it says?
[url]http://www.interlopers.net/index.php?page=errors[/url] Use this.
[QUOTE=Firegod522;22135238][URL]http://www.interlopers.net/index.php?page=errors[/URL] Use this.[/QUOTE] That helped a bit, time for some trial and error though to see if I can get it working.
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