Map won't compile an updated version after adding a bunch of subdivided displacements
5 replies, posted
Now, I've already posted this in the question megathread, 4 hours ago. And my problem is still unsolved. So I went ahead and made a big subdivision tunnel, and now my map won't update.
[IMG]https://i.imgur.com/oqCD6gJ.png[/IMG]
I can tell it's the problem with this because when I remove it, the map updates again. I've looked high and low on how to solve this but I can't find anything that helps. So, anybody here have any ideas? Thanks!
can you post your compile from when it don't update
[QUOTE=taz0;51546187]can you post your compile from when it don't update[/QUOTE]
[QUOTE]
** Executing...
** Command: "d:\steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\vbsp.exe"
** Parameters: -game "D:\Steam\SteamApps\common\Source SDK Base 2013 Multiplayer\customConfig" "D:\Steam\SteamApps\common\GarrysMod\garrysmod\maps\pe_01.vmf"
Valve Software - vbsp.exe (Oct 13 2015)
4 threads
materialPath: D:\Steam\SteamApps\common\Source SDK Base 2013 Multiplayer\customConfig\materials
Loading D:\Steam\SteamApps\common\GarrysMod\garrysmod\maps\pe_01.vmf
Could not locate 'GameData' key in d:\steam\steamapps\common\source sdk base 2013 multiplayer\customconfig\gameinfo.txt
Patching WVT material: maps/pe_01/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)
**** leaked ****
Entity info_target (-8992.00 -12768.00 -453.00) leaked!
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1536.0 7168.0 -640.0)
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 (-1024.0 6656.0 -640.0)
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 (-2560.0 7168.0 -640.0)
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 (-3584.0 7168.0 -640.0)
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 (-5120.0 6656.0 -640.0)
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 (-4608.0 7168.0 -640.0)
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 (-1024.0 5632.0 -640.0)
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 (-1024.0 4608.0 -640.0)
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 4 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/blue2*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/blue2*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Bad surface extents point: -7008.000000 -7360.000000 -448.000000
Bad surface extents point: -7008.000000 -5632.000488 -448.000000
Bad surface extents point: -6560.000000 -6079.996094 -448.000000
Bad surface extents point: -6560.003906 -7808.000000 -448.000000
Bad surface extents - surface is too big to have a lightmap
material ICEWORLD/ICEPANEL around point (-6784.0 -6720.0 -448.0)
(dimension: 1, 136>126)
** Executing...
** Command: "d:\steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\vvis.exe"
** Parameters: -game "D:\Steam\SteamApps\common\Source SDK Base 2013 Multiplayer\customConfig" "D:\Steam\SteamApps\common\GarrysMod\garrysmod\maps\pe_01"
Valve Software - vvis.exe (Oct 13 2015)
4 threads
reading d:\steam\steamapps\common\garrysmod\garrysmod\maps\pe_01.bsp
Error opening d:\steam\steamapps\common\garrysmod\garrysmod\maps\pe_01.bsp
** Executing...
** Command: "d:\steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\vrad.exe"
** Parameters: -game "D:\Steam\SteamApps\common\Source SDK Base 2013 Multiplayer\customConfig" "D:\Steam\SteamApps\common\GarrysMod\garrysmod\maps\pe_01"
Valve Software - vrad.exe SSE (Oct 13 2015)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[2 texlights parsed from 'lights.rad']
Loading d:\steam\steamapps\common\garrysmod\garrysmod\maps\pe_01.bsp
Error opening d:\steam\steamapps\common\garrysmod\garrysmod\maps\pe_01.bsp
** Executing...
** Command: Copy File
** Parameters: "D:\Steam\SteamApps\common\GarrysMod\garrysmod\maps\pe_01.bsp" "\pe_01.bsp"
The command failed. Windows reported the error:
"The system cannot find the file specified."
[/QUOTE]
[QUOTE=BlueSkilly;51546204]
**** leaked ****
Entity info_target (-8992.00 -12768.00 -453.00) leaked!
[/QUOTE]
Come on man it's obvious you have a leak :)! Should be easy to fix. Click "map>load point file" on the top toolbar and a red line will appear somewhere in you level that shows you were you world can "flow" into the void. Thats why you can the area portal errors in your compile aswell.
Oh and you should never have a massive skybox surrounding your level for final compile!! This should be just for testing
The leak should definitely be fixed, but this is the error that's preventing the BSP from updating:
[code]Bad surface extents - surface is too big to have a lightmap
material ICEWORLD/ICEPANEL around point (-6784.0 -6720.0 -448.0)
(dimension: 1, 136>126)[/code]
You should either split those displacements into more parts or increase the lightmap scale on them.
That was it, thank you!
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