• Skybox, water error
    3 replies, posted
Hello! Pls help me. I'm edit rp_bangclaw for my server. But there were mistakes... Screens: [IMG]http://storage7.static.itmages.ru/i/16/0131/h_1454224742_5596822_3bd3433b50.jpg[/IMG] [IMG]http://storage6.static.itmages.ru/i/16/0131/h_1454224741_9258780_f04e08ed0f.jpg[/IMG] [IMG]http://storage6.static.itmages.ru/i/16/0131/h_1454224741_8942387_e65171f9be.jpg[/IMG] Small Log compile: [CODE] ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vbsp.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\rp_bangclaw.vmf" Valve Software - vbsp.exe (Dec 9 2014) 4 threads materialPath: C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\materials Loading C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\rp_bangclaw.vmf Can't find surfaceprop panel for material METAL/PRODVENTA, using default ConVarRef mat_reduceparticles doesn't point to an existing ConVar Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\gameinfo.txt Patching WVT material: maps/rp_bangclaw/nature/blendsandsand008b_antlion_wvt_patch Patching WVT material: maps/rp_bangclaw/nature/blendprodasphaltgrass_wvt_patch Patching WVT material: maps/rp_bangclaw/nature/blendsandgrass008a_wvt_patch Patching WVT material: maps/rp_bangclaw/nature/blendsandsand008a_wvt_patch Patching WVT material: maps/rp_bangclaw/nature/blendmudmud001a_wvt_patch fixing up env_cubemap materials on brush sides... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1) **** leaked **** Entity light_spot (10272.00 -2944.00 200.00) leaked! FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1152.0 186.9 -906.5) 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 555267: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1152.0 389.1 -906.5) 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 555270: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (11040.0 -5120.0 1752.0) 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 (10528.0 -5120.0 1752.0) 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 (11008.0 -5120.0 -16.0) 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 (10496.0 -5120.0 -16.0) 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 (11264.0 -5632.0 8.0) 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 (11264.0 -6656.0 8.0) 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 2072 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (4) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/militia_hdr*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/militia_hdr*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. 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... WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU. done (2) (4781828 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 4321 texinfos to 2884 Reduced 571 texdatas to 464 (19507 bytes to 15810) Writing C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\rp_bangclaw.bsp 14 seconds elapsed 1.049162 -3.207047 0.000000 -1.049033 -3.207047 0.000000 -1.049033 3.206336 0.000000 1.015345 -3.207047 0.000000 make_triangles:calc_triangle_representation: Cannot convert ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vvis.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\rp_bangclaw" Valve Software - vvis.exe (Dec 9 2014) 4 threads reading c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_bangclaw.bsp reading c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_bangclaw.prt LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_bangclaw.prt ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vrad.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\rp_bangclaw" Valve Software - vrad.exe SSE (Dec 9 2014) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_bangclaw.bsp No vis information, direct lighting only. Setting up ray-trace acceleration structure... Done (6.33 seconds) 25921 faces 6 degenerate faces 3471661 square feet [499919232.00 square inches] 404 Displacements 71961 Square Feet [10362476.00 Square Inches] sun extent from map=0.087156 sun extent from map=0.087156 790 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (666) Build Patch/Sample Hash Table(s).....Done<0.0845 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (18) FinalLightFace Done Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10 0 of 0 (0% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (79) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 223/1024 10704/49152 (21.8%) brushes 7357/8192 88284/98304 (89.8%) VERY FULL! brushsides 49988/65536 399904/524288 (76.3%) planes 15156/65536 303120/1310720 (23.1%) vertexes 49740/65536 596880/786432 (75.9%) nodes 16670/65536 533440/2097152 (25.4%) texinfos 2884/12288 207648/884736 (23.5%) texdata 464/2048 14848/65536 (22.7%) dispinfos 404/0 71104/0 ( 0.0%) disp_verts 13780/0 275600/0 ( 0.0%) disp_tris 19264/0 38528/0 ( 0.0%) disp_lmsamples 228681/0 228681/0 ( 0.0%) faces 25921/65536 1451576/3670016 (39.6%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 18240/65536 1021440/3670016 (27.8%) leaves 16894/65536 540608/2097152 (25.8%) leaffaces 32875/65536 65750/131072 (50.2%) leafbrushes 28376/65536 56752/131072 (43.3%) areas 2/256 16/2048 ( 0.8%) surfedges 202235/512000 808940/2048000 (39.5%) edges 130926/256000 523704/1024000 (51.1%) LDR worldlights 789/8192 69432/720896 ( 9.6%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 13/32768 156/393216 ( 0.0%) waterstrips 3324/32768 33240/327680 (10.1%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 61242/65536 122484/131072 (93.4%) VERY FULL! cubemapsamples 4/1024 64/16384 ( 0.4%) overlays 423/512 148896/180224 (82.6%) VERY FULL! LDR lightdata [variable] 13957128/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 0/16777216 ( 0.0%) entdata [variable] 530483/393216 (134.9%) VERY FULL! LDR ambient table 16894/65536 67576/262144 (25.8%) HDR ambient table 16894/65536 67576/262144 (25.8%) LDR leaf ambient 82843/65536 2319604/1835008 (126.4%) VERY FULL! HDR leaf ambient 16894/65536 473032/1835008 (25.8%) 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] 1/16240 ( 0.0%) dtl prp lght [variable] 1/94 ( 1.1%) HDR dtl prp lght [variable] 1/4 (25.0%) static props [variable] 1/69274 ( 0.0%) pakfile [variable] 495788/0 ( 0.0%) physics [variable] 4781828/4194304 (114.0%) VERY FULL! physics terrain [variable] 0/1048576 ( 0.0%) Level flags = 0 Total triangle count: 77422 Writing c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_bangclaw.bsp 12 minutes, 52 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\rp_bangclaw.bsp" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\rp_bangclaw.bsp" [/CODE] How to fix it? :c
[QUOTE=Jlx7;49641846] Small Log compile: [CODE] **** leaked **** Entity light_spot (10272.00 -2944.00 200.00) leaked! [/CODE] [/QUOTE] Try to fix a leak first.
Here is a useful [url=https://developer.valvesoftware.com/wiki/Leak#Checking_for_leaks_the_fast_way]link[/url] which explains what a leak is and how to fix it.
Man i hate hammer becaue it is so outdated but I still love it in a way.
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