• This bug is ruining my map
    20 replies, posted
What the fuck is going on with my map, this keeps happening. How do I fix it? [video]https://youtu.be/KFLt83kPgks[/video][IMG]http://i.imgur.com/Iaki4Nd.jpg[/IMG][IMG]http://i.imgur.com/icXopvD.jpg[/IMG][IMG]http://i.imgur.com/uQaXh8V.jpg[/IMG][IMG]http://i.imgur.com/KLeIECm.jpg[/IMG][IMG]http://i.imgur.com/88ne6xz.jpg[/IMG][IMG]http://i.imgur.com/EU54qcG.jpg[/IMG][IMG]http://i.imgur.com/MTGhBn7.jpg[/IMG]
Post the compile log. We can't do much without it. make sure to put it in [CODE] tags
[QUOTE=Gary D;51807022]Post the compile log. We can't do much without it. make sure to put it in [CODE] tags[/QUOTE] what do you mean code tags?
[QUOTE=greenspleen17;51807091]what do you mean code tags?[/QUOTE] Such as [CODE] This is the compile log blah blah blah [/CODE]
[CODE]** Executing... ** Command: "D:\SteamGames\steamapps\common\Half-Life 2\bin\vbsp.exe" ** Parameters: -game "D:\SteamGames\steamapps\common\Half-Life 2\hl2" "C:\Users\UserName\Desktop\Maps\somemap\somemap.vmf" Valve Software - vbsp.exe (May 15 2014) 8 threads materialPath: D:\SteamGames\steamapps\common\Half-Life 2\hl2\materials Loading C:\Users\UserName\Desktop\Maps\somemap\somemap.vmf Entity 1111: func_areaportal can only be a single brush ** Executing... ** Command: "D:\SteamGames\steamapps\common\Half-Life 2\bin\vvis.exe" ** Parameters: -game "D:\SteamGames\steamapps\common\Half-Life 2\hl2" -fast "C:\Users\UserName\Desktop\Maps\somemap\somemap" Valve Software - vvis.exe (May 15 2014) fastvis = true 8 threads reading c:\users\UserName\desktop\maps\somemap\somemap.bsp reading c:\users\UserName\desktop\maps\somemap\somemap.prt LoadPortals: couldn't read c:\users\UserName\desktop\maps\somemap\somemap.prt ** Executing... ** Command: "D:\SteamGames\steamapps\common\Half-Life 2\bin\vrad.exe" ** Parameters: -game "D:\SteamGames\steamapps\common\Half-Life 2\hl2" -noextra "C:\Users\UserName\Desktop\Maps\somemap\somemap" Valve Software - vrad.exe SSE (May 15 2014) Valve Radiosity Simulator 8 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading c:\users\UserName\desktop\maps\somemap\somemap.bsp Setting up ray-trace acceleration structure... Done (1.98 seconds) 17661 faces 11 degenerate faces 23002792 square feet [3312401920.00 square inches] 21 Displacements 31127 Square Feet [4482382.00 Square Inches] 17650 patches before subdivision 303718 patches after subdivision 346 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (29) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (97) transfers 77555406, max 3984 transfer lists: 591.7 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(485514, 371360, 202024) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(124464, 73992, 30026) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(36759, 17559, 5565) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(11529, 4651, 1189) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(3819, 1333, 283) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #6 added RGB(1310, 402, 72) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(462, 125, 19) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(167, 40, 5) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(61, 13, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(23, 4, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #11 added RGB(9, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #12 added RGB(3, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #13 added RGB(1, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #14 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0688 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (11) FinalLightFace Done Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10 242 of 242 (100% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (21) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 217/1024 10416/49152 (21.2%) brushes 3798/8192 45576/98304 (46.4%) brushsides 30487/65536 243896/524288 (46.5%) planes 19576/65536 391520/1310720 (29.9%) vertexes 28106/65536 337272/786432 (42.9%) nodes 11239/65536 359648/2097152 (17.1%) texinfos 3729/12288 268488/884736 (30.3%) texdata 818/2048 26176/65536 (39.9%) dispinfos 21/0 3696/0 ( 0.0%) disp_verts 6069/0 121380/0 ( 0.0%) disp_tris 10752/0 21504/0 ( 0.0%) disp_lmsamples 98033/0 98033/0 ( 0.0%) faces 17661/65536 989016/3670016 (26.9%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 8939/65536 500584/3670016 (13.6%) leaves 11457/65536 366624/2097152 (17.5%) leaffaces 20181/65536 40362/131072 (30.8%) leafbrushes 8336/65536 16672/131072 (12.7%) areas 3/256 24/2048 ( 1.2%) surfedges 119518/512000 478072/2048000 (23.3%) edges 69389/256000 277556/1024000 (27.1%) LDR worldlights 346/8192 30448/720896 ( 4.2%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 1566/32768 15660/327680 ( 4.8%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 28305/65536 56610/131072 (43.2%) cubemapsamples 28/1024 448/16384 ( 2.7%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 13586868/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 4756601/16777216 (28.4%) entdata [variable] 213262/393216 (54.2%) LDR ambient table 11457/65536 45828/262144 (17.5%) HDR ambient table 11457/65536 45828/262144 (17.5%) LDR leaf ambient 34567/65536 967876/1835008 (52.7%) HDR leaf ambient 11457/65536 320796/1835008 (17.5%) 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] 1/7812 ( 0.0%) dtl prp lght [variable] 1/4 (25.0%) HDR dtl prp lght [variable] 1/4 (25.0%) static props [variable] 1/30974 ( 0.0%) pakfile [variable] 2756108/0 ( 0.0%) physics [variable] 2569745/4194304 (61.3%) physics terrain [variable] 0/1048576 ( 0.0%) Level flags = 0 Total triangle count: 48800 Writing c:\users\UserName\desktop\maps\somemap\somemap.bsp 2 minutes, 44 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Users\UserName\Desktop\Maps\somemap\somemap.bsp" "D:\SteamGames\steamapps\common\Half-Life 2\hl2\maps\somemap.bsp" ** Executing... ** Command: "D:\SteamGames\steamapps\common\Half-Life 2\hl2.exe" ** Parameters: -game "D:\SteamGames\steamapps\common\Half-Life 2\hl2" +sv_lan 1 +map "somemap" -steam[/CODE]
[CODE]Entity 1111: func_areaportal can only be a single brush[/CODE] There's your problem. You have a func_areaportal tied to multiple brushes, find entity "1111" and make your func_areaportal a [B]single[/B] brush From [URL]http://www.interlopers.net/errors/[/URL] [QUOTE] [B]entity 1111: func_areaportal can only be a single brush[/B] [B]Description:[/B] Pretty obvious, an func_areaportal(window) can only consist of one brush per entity. [B]Solution:[/B] Make multiple brushes multiple func_areaportal(window)s, or make different windows in a wall the same areaportal(window) (they can go through walls if needed). [highlight]This error will cause your map to fail compiling completely[/highlight][/QUOTE]
[QUOTE=Gary D;51807389][CODE]Entity 1111: func_areaportal can only be a single brush[/CODE] There's your problem. You have a func_areaportal tied to multiple brushes, find entity "1111" and make your func_areaportal a [B]single[/B] brush From [URL]http://www.interlopers.net/errors/[/URL][/QUOTE] I fixed that, but the problem persists. What should I do? [editline]11th February 2017[/editline] [CODE]** Executing... ** Command: "D:\SteamGames\steamapps\common\Half-Life 2\bin\vbsp.exe" ** Parameters: -game "D:\SteamGames\steamapps\common\Half-Life 2\hl2" "C:\Users\username\Desktop\Maps\somemap\somemap.vmf" Valve Software - vbsp.exe (May 15 2014) 8 threads materialPath: D:\SteamGames\steamapps\common\Half-Life 2\hl2\materials Loading C:\Users\username\Desktop\Maps\somemap\somemap.vmf Could not locate 'GameData' key in d:\steamgames\steamapps\common\half-life 2\hl2\gameinfo.txt fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4.Brush 233911: WARNING, microbrush Brush 262797: WARNING, microbrush ..5...Brush 80474: WARNING, microbrush 6...7...8...9...10 (1) FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (843.2 -1253.9 580.0) 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 262797: ProcessBlock_Thread: 0...1...2...3...4.Brush 233911: WARNING, microbrush Brush 262797: WARNING, microbrush ..5...Brush 80474: WARNING, microbrush 6...7...8...9...10 (1) FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1377.8 1266.7 787.6) 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: Brush 71136: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1377.8 1266.7 787.6) 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: Brush 71136: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (828.2 -1243.8 580.0) 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: Brush 262797: Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 496 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Users\username\Desktop\Maps\somemap\somemap.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day02_06*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_day02_06*.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 Building Physics collision data... WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU. done (0) (2570959 bytes) Error! To use model "models/props_c17/door01_left.mdl" with prop_static, it must be compiled with $staticprop! Error loading studio model "models/props_c17/door01_left.mdl"! 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 6863 texinfos to 3736 Reduced 1062 texdatas to 828 (46437 bytes to 37207) Writing C:\Users\username\Desktop\Maps\somemap\somemap.bsp 5 seconds elapsed ** Executing... ** Command: "D:\SteamGames\steamapps\common\Half-Life 2\bin\vvis.exe" ** Parameters: -game "D:\SteamGames\steamapps\common\Half-Life 2\hl2" -fast "C:\Users\username\Desktop\Maps\somemap\somemap" Valve Software - vvis.exe (May 15 2014) fastvis = true 8 threads reading c:\users\username\desktop\maps\somemap\somemap.bsp reading c:\users\username\desktop\maps\somemap\somemap.prt 4420 portalclusters 13995 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (3) Optimized: 1167430 visible clusters (7.56%) Total clusters visible: 15449470 Average clusters visible: 3495 Building PAS... Average clusters audible: 4409 visdatasize:4707113 compressed from 4950400 writing c:\users\username\desktop\maps\somemap\somemap.bsp 5 seconds elapsed ** Executing... ** Command: "D:\SteamGames\steamapps\common\Half-Life 2\bin\vrad.exe" ** Parameters: -game "D:\SteamGames\steamapps\common\Half-Life 2\hl2" -noextra "C:\Users\username\Desktop\Maps\somemap\somemap" Valve Software - vrad.exe SSE (May 15 2014) Valve Radiosity Simulator 8 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading c:\users\username\desktop\maps\somemap\somemap.bsp Setting up ray-trace acceleration structure... Done (1.94 seconds) 17647 faces 11 degenerate faces 23004562 square feet [3312656896.00 square inches] 21 Displacements 31127 Square Feet [4482382.00 Square Inches] 17636 patches before subdivision 303916 patches after subdivision 340 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (29) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (94) transfers 77369326, max 3979 transfer lists: 590.3 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(488320, 374171, 204287) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(125142, 74666, 30423) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(36901, 17712, 5632) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(11551, 4685, 1200) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(3818, 1340, 285) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(1307, 403, 73) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(460, 126, 19) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #8 added RGB(166, 40, 5) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(61, 13, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(22, 4, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #11 added RGB(8, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #12 added RGB(3, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #13 added RGB(1, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #14 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0691 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (10) FinalLightFace Done Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10 235 of 235 (100% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (21) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 216/1024 10368/49152 (21.1%) brushes 3802/8192 45624/98304 (46.4%) brushsides 30503/65536 244024/524288 (46.5%) planes 19556/65536 391120/1310720 (29.8%) vertexes 28094/65536 337128/786432 (42.9%) nodes 11211/65536 358752/2097152 (17.1%) texinfos 3736/12288 268992/884736 (30.4%) texdata 828/2048 26496/65536 (40.4%) dispinfos 21/0 3696/0 ( 0.0%) disp_verts 6069/0 121380/0 ( 0.0%) disp_tris 10752/0 21504/0 ( 0.0%) disp_lmsamples 98033/0 98033/0 ( 0.0%) faces 17647/65536 988232/3670016 (26.9%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 8958/65536 501648/3670016 (13.7%) leaves 11428/65536 365696/2097152 (17.4%) leaffaces 20199/65536 40398/131072 (30.8%) leafbrushes 8345/65536 16690/131072 (12.7%) areas 3/256 24/2048 ( 1.2%) surfedges 119547/512000 478188/2048000 (23.3%) edges 69486/256000 277944/1024000 (27.1%) LDR worldlights 340/8192 29920/720896 ( 4.2%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 1567/32768 15670/327680 ( 4.8%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 28425/65536 56850/131072 (43.4%) cubemapsamples 31/1024 496/16384 ( 3.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 13607144/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 4707113/16777216 (28.1%) entdata [variable] 213068/393216 (54.2%) LDR ambient table 11428/65536 45712/262144 (17.4%) HDR ambient table 11428/65536 45712/262144 (17.4%) LDR leaf ambient 34536/65536 967008/1835008 (52.7%) HDR leaf ambient 11428/65536 319984/1835008 (17.4%) 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] 1/7812 ( 0.0%) dtl prp lght [variable] 1/4 (25.0%) HDR dtl prp lght [variable] 1/4 (25.0%) static props [variable] 1/30968 ( 0.0%) pakfile [variable] 3019871/0 ( 0.0%) physics [variable] 2570959/4194304 (61.3%) physics terrain [variable] 0/1048576 ( 0.0%) Level flags = 0 Total triangle count: 48784 Writing c:\users\username\desktop\maps\somemap\somemap.bsp 2 minutes, 39 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Users\username\Desktop\Maps\somemap\somemap.bsp" "D:\SteamGames\steamapps\common\Half-Life 2\hl2\maps\somemap.bsp" ** Executing... ** Command: "D:\SteamGames\steamapps\common\Half-Life 2\hl2.exe" ** Parameters: -game "D:\SteamGames\steamapps\common\Half-Life 2\hl2" +sv_lan 1 +map "somemap" -steam[/CODE]
At this point I've seen your compile so many times I wonder why you can't see it yourself :D ..Or paste it to interlopers... [CODE]Brush 262797: WARNING, microbrush Brush 80474: WARNING, microbrush[/CODE] Go to those brushes and delete them ... Remake them and stay on grid. Use nodraw and texture it after. Tie it to a func_detail. [CODE] FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1377.8 1266.7 787.6) 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: Brush 71136: [/CODE] There are a bunch of these too.. go to map>view pointfile and fix it.
[QUOTE=KingPommes;51807614] There are a bunch of these too.. go to map>view pointfile and fix it.[/QUOTE] These more likely come from the micro brush, since there is no leak. A brush is too complex and not func_detail so the compiler has problem with it.
[QUOTE=KingPommes;51807614] FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1377.8 1266.7 787.6) 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: Brush 71136: [/CODE] There are a bunch of these too.. go to map>view pointfile and fix it.[/QUOTE] Unfortunately a point file will not be your save-all fix-all in these cases. The findportalside errors are just an overly complexed brush. Sometimes just cutting the brush in two will resolve the problem too. That error can just be better resolved by going to the coordinates of the brush and trying to simplify it better, or redo it all together. Its going to be a trial and error type of situation. Especially if its a decompile. [editline]11th February 2017[/editline] [QUOTE=Moltard;51807795]These more likely come from the micro brush, since there is no leak. A brush is too complex and not func_detail so the compiler has problem with it.[/QUOTE] Exactly. However without any additional information about the under 1u brush, its hard to tell if it is exactly caused by it. These types of errors are better solved by going at it one at a time.
nvm i found them. [editline]11th February 2017[/editline] Ok, so I have removed the micro brushes and I'm pretty sure I have fixed all of the issues given, but it is still happening!! How do I get rid of it! [CODE] ** Executing... ** Command: "D:\SteamGames\steamapps\common\Half-Life 2\bin\vbsp.exe" ** Parameters: -game "D:\SteamGames\steamapps\common\Half-Life 2\hl2" "C:\Users\username\Desktop\Maps\somemap\somemap.vmf" Valve Software - vbsp.exe (May 15 2014) 8 threads materialPath: D:\SteamGames\steamapps\common\Half-Life 2\hl2\materials Loading C:\Users\username\Desktop\Maps\somemap\somemap.vmf Could not locate 'GameData' key in d:\steamgames\steamapps\common\half-life 2\hl2\gameinfo.txt fixing up env_cubemap materials on brush sides... 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 (0) Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 496 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (1) writing C:\Users\username\Desktop\Maps\somemap\somemap.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day02_06*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_day02_06*.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 Building Physics collision data... WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU. done (1) (2511919 bytes) Error! To use model "models/props_c17/door01_left.mdl" with prop_static, it must be compiled with $staticprop! Error loading studio model "models/props_c17/door01_left.mdl"! 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 6887 texinfos to 3763 Reduced 1063 texdatas to 829 (46455 bytes to 37225) Writing C:\Users\username\Desktop\Maps\somemap\somemap.bsp 5 seconds elapsed ** Executing... ** Command: "D:\SteamGames\steamapps\common\Half-Life 2\bin\vvis.exe" ** Parameters: -game "D:\SteamGames\steamapps\common\Half-Life 2\hl2" -fast "C:\Users\username\Desktop\Maps\somemap\somemap" Valve Software - vvis.exe (May 15 2014) fastvis = true 8 threads reading c:\users\username\desktop\maps\somemap\somemap.bsp reading c:\users\username\desktop\maps\somemap\somemap.prt 4387 portalclusters 13857 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (4) Optimized: 1155536 visible clusters (7.60%) Total clusters visible: 15211392 Average clusters visible: 3467 Building PAS... Average clusters audible: 4376 visdatasize:4633122 compressed from 4843248 writing c:\users\username\desktop\maps\somemap\somemap.bsp 6 seconds elapsed ** Executing... ** Command: "D:\SteamGames\steamapps\common\Half-Life 2\bin\vrad.exe" ** Parameters: -game "D:\SteamGames\steamapps\common\Half-Life 2\hl2" -noextra "C:\Users\username\Desktop\Maps\somemap\somemap" Valve Software - vrad.exe SSE (May 15 2014) Valve Radiosity Simulator 8 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading c:\users\username\desktop\maps\somemap\somemap.bsp Setting up ray-trace acceleration structure... Done (1.83 seconds) 17510 faces 11 degenerate faces 23004686 square feet [3312674816.00 square inches] 21 Displacements 31127 Square Feet [4482382.00 Square Inches] 17499 patches before subdivision 303829 patches after subdivision 340 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (28) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (96) transfers 76984533, max 3930 transfer lists: 587.3 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(488269, 374109, 204242) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(125124, 74643, 30412) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(36897, 17708, 5630) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #4 added RGB(11550, 4684, 1199) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(3818, 1340, 285) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(1307, 403, 73) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(460, 126, 19) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(166, 40, 5) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #9 added RGB(61, 13, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(22, 4, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #11 added RGB(8, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #12 added RGB(3, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #13 added RGB(1, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #14 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0676 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (10) FinalLightFace Done Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10 235 of 235 (100% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (20) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 216/1024 10368/49152 (21.1%) brushes 3642/8192 43704/98304 (44.5%) brushsides 27999/65536 223992/524288 (42.7%) planes 15994/65536 319880/1310720 (24.4%) vertexes 27773/65536 333276/786432 (42.4%) nodes 11141/65536 356512/2097152 (17.0%) texinfos 3763/12288 270936/884736 (30.6%) texdata 829/2048 26528/65536 (40.5%) dispinfos 21/0 3696/0 ( 0.0%) disp_verts 6069/0 121380/0 ( 0.0%) disp_tris 10752/0 21504/0 ( 0.0%) disp_lmsamples 98033/0 98033/0 ( 0.0%) faces 17510/65536 980560/3670016 (26.7%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 8884/65536 497504/3670016 (13.6%) leaves 11358/65536 363456/2097152 (17.3%) leaffaces 20107/65536 40214/131072 (30.7%) leafbrushes 8129/65536 16258/131072 (12.4%) areas 3/256 24/2048 ( 1.2%) surfedges 118576/512000 474304/2048000 (23.2%) edges 68891/256000 275564/1024000 (26.9%) LDR worldlights 340/8192 29920/720896 ( 4.2%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 1557/32768 15570/327680 ( 4.8%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 28158/65536 56316/131072 (43.0%) cubemapsamples 31/1024 496/16384 ( 3.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 13592620/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 4633122/16777216 (27.6%) entdata [variable] 212965/393216 (54.2%) LDR ambient table 11358/65536 45432/262144 (17.3%) HDR ambient table 11358/65536 45432/262144 (17.3%) LDR leaf ambient 34463/65536 964964/1835008 (52.6%) HDR leaf ambient 11358/65536 318024/1835008 (17.3%) 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] 1/7812 ( 0.0%) dtl prp lght [variable] 1/4 (25.0%) HDR dtl prp lght [variable] 1/4 (25.0%) static props [variable] 1/31160 ( 0.0%) pakfile [variable] 3019871/0 ( 0.0%) physics [variable] 2511919/4194304 (59.9%) physics terrain [variable] 0/1048576 ( 0.0%) Level flags = 0 Total triangle count: 48369 Writing c:\users\username\desktop\maps\somemap\somemap.bsp 2 minutes, 39 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Users\username\Desktop\Maps\somemap\somemap.bsp" "D:\SteamGames\steamapps\common\Half-Life 2\hl2\maps\somemap.bsp" ** Executing... ** Command: "D:\SteamGames\steamapps\common\Half-Life 2\hl2.exe" ** Parameters: -game "D:\SteamGames\steamapps\common\Half-Life 2\hl2" +sv_lan 1 +map "somemap" -steam [/CODE]
remove -noextra from Vrad and do a default or full vvis compile not -fast
[QUOTE=taz0;51809152]remove -noextra from Vrad and do a default or full vvis compile not -fast[/QUOTE] how do I remove -noextra?
use for refference [url]https://developer.valvesoftware.com/wiki/Hammer_Run_Map_Expert[/url] in the expert compile view the line is light.exe remove -noextra before the -game $gamedir $path\$file if you set itto default compile -noextra migt already be removed
Bug is caused by too many brushes with unique texture properties being in the same view.
[QUOTE=taz0;51809190]use for refference [url]https://developer.valvesoftware.com/wiki/Hammer_Run_Map_Expert[/url] in the expert compile view the line is light.exe remove -noextra before the -game $gamedir $path\$file if you set itto default compile -noextra migt already be removed[/QUOTE] it froze my computer for 30 minutes until i ended it in task manager. Is there a way to fix it using fast? [editline]11th February 2017[/editline] [QUOTE=glitchvid;51809334]Bug is caused by too many brushes with unique texture properties being in the same view.[/QUOTE] so what is the best way to fix?
If your vvis.exe is freezing your compile you most probably need to optimise you map, a least use hint brushes in open door/alley ways and use func_areaportalwindow in wiindows, if the player can't get on to roofs bring the sky brush down to the roof [url]http://www.optimization.interlopers.net/index.php?chapter=notices[/url]
[QUOTE=greenspleen17;51809463]it froze my computer for 30 minutes until i ended it in task manager. Is there a way to fix it using fast? [editline]11th February 2017[/editline] so what is the best way to fix?[/QUOTE] Use fewer materials in a given area, have them be the same properties (scale, x y location), raise lightmap value, use area portals to hide out of view stuff.
[QUOTE=greenspleen17;51806910]What the fuck is going on with my map, this keeps happening. How do I fix it?[IMG]http://i.imgur.com/MTGhBn7.jpg[/IMG][/QUOTE] This error means that there's too much brush geometry being rendered in the PVS. Your map is very basic and shouldn't be having this problem if it was properly built, which leads me to believe you did something wrong when making the level. Is the entire map in a skybox? Are you using tons of area portals indiscriminately? Did you put a huge func_viscluster around the entire map? If the answer to any of these three questions is true, then map visibility is broken and everything is being rendered at all times. If you type "mat_wireframe 3" in the console and most or all of the map is being rendered at any position in the level, you have a serious problem.
[QUOTE=GiGaBiTe;51824647]This error means that there's too much brush geometry being rendered in the PVS. Your map is very basic and shouldn't be having this problem if it was properly built, which leads me to believe you did something wrong when making the level. Is the entire map in a skybox? Are you using tons of area portals indiscriminately? Did you put a huge func_viscluster around the entire map? If the answer to any of these three questions is true, then map visibility is broken and everything is being rendered at all times. If you type "mat_wireframe 3" in the console and most or all of the map is being rendered at any position in the level, you have a serious problem.[/QUOTE] skybox is a hollow cube around map, and mat_wireframe 3 shows that most is rendered right when i spawn in. How do i fix?
Skyboxes are not supposed to be a box that surrounds the entire map. Delete the box and make skybox brushes that seal the edges and ceiling of the map. You also need to remove the "-fast" option from vvis.exe because it won't calculate visibility correctly.
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