• Problems with CS GO SDK
    14 replies, posted
I'm pretty new with mapping, and I am currently making a jail break map. When I originally started creating it..it was under the Source SDK for CSS (because I didn't know CS GO had its own specific SDK) Everything looks fine in hammer whilst editing and such. The problem is, when I Run! the map (whether through Hammer or console) I get these crazy screen glitches [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=102137304"]Screen Cap [/URL] No errors pop up when compiling, that I see, think you guys can give me any help? As I was trying to fix the error myself, something new popped up. The changes to the map are not even being compiled..hmm I think this is the correct compile info necessary..if its not lemme know how to find it por favor. materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\materials Loading C:\Program Files (x86)\Steam\steamapps\evil_munky\sourcesdk_content\cstrike\mapsrc\FUckup2.vmf Map revision 134 ConVarRef gpu_level doesn't point to an existing ConVar Material not found!: PROPS/ELEVATORBUTTON003B fixing up env_cubemap materials on brush sides... 0...1...2...3...4...5...6...7...8...9...10**** leaked **** Entity light_environment (1432.00 -17.02 72.00) leaked! FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2496.0 0.0 -90.0) 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 (3008.0 0.0 -90.0) 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 (2488.0 0.0 52.0) 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 (2936.0 0.0 52.0) 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 (3008.0 0.0 52.0) 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 (2048.0 512.0 -90.0) 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 (2048.0 220.0 32.0) 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 (2048.0 732.0 32.0) 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: *** Suppressing further FindPortalSide errors.... *** Processing areas...done (0) Building Faces...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) 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) (27916 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 88 texinfos to 62 Reduced 12 texdatas to 9 (278 bytes to 181) Writing C:\Program Files (x86)\Steam\steamapps\evil_munky\sourcesdk_content\cstrike\mapsrc\FUckup2.bsp 0 seconds elapsed
[quote]Entity light_environment (1432.00 -17.02 72.00) leaked![/quote] You have a leak. Use map> load point file and go to coordinates to find out what's causing it. do you have a skybox?
-snip-
Yeah, I know about the leak..it isn't an issue. The part of the map I'm working on is completely flush. The part of the map that leaks is unfinished..but would that cause texture issues like that? And I think I'm just gonna have to start over from scratch..I made a fresh test map in CS GO SDK with no problems.
[QUOTE=LordManatee;38000761]Yeah, I know about the leak..it isn't an issue. [/QUOTE] Uh no. Leaks are a really big issue. They stop your maps from compiling / working properly.
[QUOTE=LordManatee;38000761]Yeah, I know about the leak..it isn't an issue. The part of the map I'm working on is completely flush. The part of the map that leaks is unfinished..but would that cause texture issues like that? And I think I'm just gonna have to start over from scratch..I made a fresh test map in CS GO SDK with no problems.[/QUOTE] Fix the leak...it is the cause of the issues you are having.
Sorry guys, but its just not the leak. Just fixed it, compiled the map. Nothing worked. So, thankfully I didn't get far..I'll just start over from scratch in the CS GO SDK this time. EDIT: Thanks for your help, by the way. Have a wonderful day :D
[QUOTE=LordManatee;38007668]Sorry guys, but its just not the leak. Just fixed it, compiled the map. Nothing worked. So, thankfully I didn't get far..I'll just start over from scratch in the CS GO SDK this time. EDIT: Thanks for your help, by the way. Have a wonderful day :D[/QUOTE] Throw a new compile log. There will be something you have missed. Especially if you seem to think a leak is a minor detail, i garuntee you will have missed something.
Well ultimately there is a much bigger issue, so I just decided to start over because I wasn't very far. Going well so far, though there is a minor graphical glitch with the skybox (no leaks this time!) if you'd like to help me with it, feel free ;]
[QUOTE=LordManatee;38010306]Well ultimately there is a much bigger issue, so I just decided to start over because I wasn't very far. Going well so far, though there is a minor graphical glitch with the skybox (no leaks this time!) if you'd like to help me with it, feel free ;][/QUOTE] Well...if you dont add a compile log, we can't help you. Why not try and fix the error, so you know how to when it next pops up?
Sorry, didn't have time to give you a compile log before I went out. I didn't wanna bother with the error, because it seemed to be a problem with changing between the SDKs, and not something worth fretting about. Seeing as I would just be developing in the CS GO SDK from now on. [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=102333720"]Screenshot[/URL] And the compile log. Thanks in advance. Valve Software - vbsp.exe (Aug 30 2012) 4 threads materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Globa l Offensive\csgo\materials Loading C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offe nsive\sdk_content\maps\Fresh.vmf Map revision 44 ConVarRef gpu_level doesn't point to an existing ConVar ***need to set $abovewater for material dev/dev_water2_cheap ***need to set $abovewater for material dev/dev_water2_cheap Patching WVT material: maps/fresh/dev/dev_blendmeasure_wvt_patch fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) Processing areas...done (0) Building Faces...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offe nsive\sdk_content\maps\Fresh.prt...Building visibility clusters... done (0) 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) (51470 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 130 texinfos to 69 Reduced 24 texdatas to 15 (609 bytes to 355) Writing C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offe nsive\sdk_content\maps\Fresh.bsp 0 seconds elapsed ------------------------------------------------------------------------------- Running command: cd "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strik e Global Offensive\bin" ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Running command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike G lobal Offensive\bin\vvis.exe" -game "C:\Program Files (x86)\Steam\steamapps\comm on\Counter-Strike Global Offensive\csgo" "C:\Program Files (x86)\Steam\steamapps \common\Counter-Strike Global Offensive\sdk_content\maps\Fresh" ------------------------------------------------------------------------------- Valve Software - vvis.exe (Aug 30 2012) 4 threads reading c:\program files (x86)\steam\steamapps\common\counter-strike global offe nsive\sdk_content\maps\Fresh.bsp reading c:\program files (x86)\steam\steamapps\common\counter-strike global offe nsive\sdk_content\maps\Fresh.prt 159 portalclusters 387 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0) PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0) Optimized: 76 visible clusters (0.00%) Total clusters visible: 13797 Average clusters visible: 86 Building PAS... Average clusters audible: 157 visdatasize:7570 compressed from 7632 writing c:\program files (x86)\steam\steamapps\common\counter-strike global offe nsive\sdk_content\maps\Fresh.bsp 0 seconds elapsed ------------------------------------------------------------------------------- Running command: cd "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strik e Global Offensive\bin" ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Running command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike G lobal Offensive\bin\vrad.exe" -both -game "C:\Program Files (x86)\Steam\steamapp s\common\Counter-Strike Global Offensive\csgo" "C:\Program Files (x86)\Steam\ste amapps\common\Counter-Strike Global Offensive\sdk_content\maps\Fresh" ------------------------------------------------------------------------------- Valve Software - vrad.exe SSE (Aug 30 2012) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [2 texlights parsed from 'lights.rad'] Loading c:\program files (x86)\steam\steamapps\common\counter-strike global offe nsive\sdk_content\maps\Fresh.bsp Setting up ray-trace acceleration structure... Done (0.03 seconds) 752 faces 97025 square feet [13971701.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 752 patches before subdivision 9534 patches after subdivision 2 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0) transfers 795017, max 465 transfer lists: 6.1 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(5512, 2591, 1470) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(1269, 269, 80) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(306, 27, 8) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(87, 3, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(28, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(10, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(4, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(2, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0028 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0) FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (1) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 7/1024 336/49152 ( 0.7%) brushes 140/8192 1680/98304 ( 1.7%) brushsides 855/65536 6840/524288 ( 1.3%) planes 532/65536 10640/1310720 ( 0.8%) vertexes 1199/65536 14388/786432 ( 1.8%) nodes 411/65536 13152/2097152 ( 0.6%) texinfos 69/12288 4968/884736 ( 0.6%) texdata 15/2048 480/65536 ( 0.7%) dispinfos 0/0 0/0 ( 0.0%) disp_verts 0/0 0/0 ( 0.0%) disp_tris 0/0 0/0 ( 0.0%) disp_multiblend 0/0 0/0 ( 0.0%) disp_lmsamples 0/0 0/0 ( 0.0%) faces 752/65536 42112/3670016 ( 1.1%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 375/65536 21000/3670016 ( 0.6%) facebrushes 67/0 134/0 ( 0.0%) facebrushlists 752/0 3008/0 ( 0.0%) leaves 419/65536 13408/2097152 ( 0.6%) leaffaces 827/65536 1654/131072 ( 1.3%) leafbrushes 310/65536 620/131072 ( 0.5%) areas 2/256 16/2048 ( 0.8%) surfedges 5058/512000 20232/2048000 ( 1.0%) edges 2890/256000 11560/1024000 ( 1.1%) LDR worldlights 2/8192 200/819200 ( 0.0%) HDR worldlights 0/8192 0/819200 ( 0.0%) leafwaterdata 2/32768 24/393216 ( 0.0%) waterstrips 61/32768 610/327680 ( 0.2%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 975/65536 1950/131072 ( 1.5%) cubemapsamples 1/1024 16/16384 ( 0.1%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 284306/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 7570/16777216 ( 0.0%) entdata [variable] 3888/393216 ( 1.0%) LDR ambient table 419/65536 1676/262144 ( 0.6%) HDR ambient table 419/65536 1676/262144 ( 0.6%) LDR leaf ambient 1544/65536 43232/1835008 ( 2.4%) HDR leaf ambient 419/65536 11732/1835008 ( 0.6%) 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] 150143/0 ( 0.0%) physics [variable] 51470/4194304 ( 1.2%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 4 Total triangle count: 2072 Writing c:\program files (x86)\steam\steamapps\common\counter-strike global offe nsive\sdk_content\maps\Fresh.bsp 2 seconds elapsed Valve Software - vrad.exe SSE (Aug 30 2012) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [2 texlights parsed from 'lights.rad'] Loading c:\program files (x86)\steam\steamapps\common\counter-strike global offe nsive\sdk_content\maps\Fresh.bsp Setting up ray-trace acceleration structure... Done (0.03 seconds) 752 faces 97025 square feet [13971701.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 752 patches before subdivision 9534 patches after subdivision 2 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0) transfers 795017, max 465 transfer lists: 6.1 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(5512, 2591, 1470) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(1269, 269, 80) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(306, 27, 8) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(87, 3, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(28, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(10, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(4, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(2, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0028 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0) FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (0) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 7/1024 336/49152 ( 0.7%) brushes 140/8192 1680/98304 ( 1.7%) brushsides 855/65536 6840/524288 ( 1.3%) planes 532/65536 10640/1310720 ( 0.8%) vertexes 1199/65536 14388/786432 ( 1.8%) nodes 411/65536 13152/2097152 ( 0.6%) texinfos 69/12288 4968/884736 ( 0.6%) texdata 15/2048 480/65536 ( 0.7%) dispinfos 0/0 0/0 ( 0.0%) disp_verts 0/0 0/0 ( 0.0%) disp_tris 0/0 0/0 ( 0.0%) disp_multiblend 0/0 0/0 ( 0.0%) disp_lmsamples 0/0 0/0 ( 0.0%) faces 752/65536 42112/3670016 ( 1.1%) hdr faces 752/65536 42112/3670016 ( 1.1%) origfaces 375/65536 21000/3670016 ( 0.6%) facebrushes 67/0 134/0 ( 0.0%) facebrushlists 752/0 3008/0 ( 0.0%) leaves 419/65536 13408/2097152 ( 0.6%) leaffaces 827/65536 1654/131072 ( 1.3%) leafbrushes 310/65536 620/131072 ( 0.5%) areas 2/256 16/2048 ( 0.8%) surfedges 5058/512000 20232/2048000 ( 1.0%) edges 2890/256000 11560/1024000 ( 1.1%) LDR worldlights 2/8192 200/819200 ( 0.0%) HDR worldlights 2/8192 200/819200 ( 0.0%) leafwaterdata 2/32768 24/393216 ( 0.0%) waterstrips 61/32768 610/327680 ( 0.2%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 975/65536 1950/131072 ( 1.5%) cubemapsamples 1/1024 16/16384 ( 0.1%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 284306/0 ( 0.0%) HDR lightdata [variable] 284306/0 ( 0.0%) visdata [variable] 7570/16777216 ( 0.0%) entdata [variable] 3888/393216 ( 1.0%) LDR ambient table 419/65536 1676/262144 ( 0.6%) HDR ambient table 419/65536 1676/262144 ( 0.6%) LDR leaf ambient 1544/65536 43232/1835008 ( 2.4%) HDR leaf ambient 1544/65536 43232/1835008 ( 2.4%) 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] 150143/0 ( 0.0%) physics [variable] 51470/4194304 ( 1.2%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 4 Total triangle count: 2072 Writing c:\program files (x86)\steam\steamapps\common\counter-strike global offe nsive\sdk_content\maps\Fresh.bsp 2 seconds elapsed ------------------------------------------------------------------------------- Running command: copy "C:\Program Files (x86)\Steam\steamapps\common\Counter-Str ike Global Offensive\sdk_content\maps\Fresh.bsp" "C:\Program Files (x86)\Steam\s teamapps\common\Counter-Strike Global Offensive\csgo\maps\Fresh.bsp" -------------------------------------------------------------------------------
That is probably just you typing the skybox name in wrong.
It was glitching for sky_dust (which is the default it gave me)
Sorry to revive this, but.. Have you tried completely wiping your SDK install and starting afresh? Hammer can throw some strange errors sometimes, things that can only be fixed in this way. Good luck! GameDev - It's called a bad install, which valve admit to with their opening sentence here: [url]https://developer.valvesoftware.com/wiki/Reinstall_the_Source_SDK_installation[/url]
[QUOTE=Brandy92;38054132]Sorry to revive this, but.. Have you tried completely wiping your SDK install and starting afresh? Hammer can throw some strange errors sometimes, things that can only be fixed in this way. Good luck! GameDev - It's called a bad install, which valve admit to with their opening sentence here: [url]https://developer.valvesoftware.com/wiki/Reinstall_the_Source_SDK_installation[/url][/QUOTE] Thanks for the input, but for whatever reason it randomly fixed itself when I set the texture back to "Sky_Dust" So, all is well in my map...for now..
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